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LordGlint

LordGlint

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LordGlint
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  • @Peanits said:

    He doesn't like sweaters. There's no way he can fit them over that big noggin of his.

    You could have the neck stretched out to show how he got it on...

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/919042#Comment_919042

    Bloodlust and the Entity Blocker, and still some of the buildings have long loops you can use 3 times before running to a pallet.

    I’m surprised people like Springwood.

    Theres a horrible loop you can do through the school and playground into a pallet you have to break to get past, there’s also a crazy loop at the building with the downstairs generator that’s really abusable if the window at the top of the stairs is open, more so if the window over the other stairs is also open.

    The springwood variation of that house is more mindgamable than the haddonfield version. You cant see through the stairs like you can with haddonfield, making it so a killer could come from either direction and significantly cut down on the time a survivor has to react appropriately. Alot of times when a survivor runs down there, I'll just walk around to the other staircase to see if they're actually paying attention.

  • @Seltas0208 said:

    Then that way people don't just stockpile them up until they're buffed to be strong hence making the ultra rares not as rare.

    Example : nurses ultra rares were made from the common add ons that many nurses had. Hence those add ons aren't ultra rare as even someone who only levelled nurse for the perks I have around 30ish matchbox.

    But then wouldn't everyone just use a black ward? Well, simular to ultra rares many players have these stacked up so what if their effect changed? Maybe increasing the power of add ons by 10% (this way it doesn't buff many of the exposed ultra rares but buffs things like ghcot or the green oni mask add on etc) so then everyone would burn through them and in turn would reduce the amount of people burning moris

    I feel like if black wards did THAT, theyd just end up with a similar situation as old tinkerer. Charge speed addons when stacked with tinkerer were strong, so they nerf ended up getting nerfed.

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/919838#Comment_919838

    107 vs 110. should be hard to catch but not impossible. also no one uses hope.

    If thats all there was to it, youd be right. Being able to round corners sharper with a survivors smaller hitbox makes her loopable during that time with no chance of catching up. Last time I found myself in that situation as a Huntress, I couldnt even keep the chase mechanics going for long enough to start building bloodlust. The survivor I was chasing around in circles didnt even need a window or pallet...just around and round.

  • The only real reason I could see a Huntress using NOED is to counter Hope with the extra speed. A survivor running Hope is pretty much untouchable against Huntress while its active.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/919760#Comment_919760

    It would be nice, but with the amount of people that are being forced to DC at the moment, I believe they made the right call. DC penalties are a good thing and will most likely be implemented soon, it's just that right after the patch turned out to be a particularly bad time for it.

    Like I said, I get it. I wouldve hated to be punished for DCing for being stuck inside a generator a minute into the match.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/918460#Comment_918460

    I had a game earlier today where I walked to ruin, stalked it as ghostface, got a 4 man exposed into a 4 man slug and the game was literally over in the first minute. My best ghostface game I have ever had.

    and a depip, lol

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/919711#Comment_919711

    They said that originally, but they delayed the DC penalty system because they didn't want to introduce it while the game still contained so many gamebreaking bugs that forced people to disconnect. So they decided to prioritise fixing the bugs which came with the latest patch before implementing punishments for DCing. We should be receiving more news on the topic in the near future.


    While I get it... got stuck in generator last week and had to DC... It'll also be nice to do something about ppl who DC as soon as they go down. Just had a game where 3 ppl DCed all at once after I downed 2 of em in the beginning. After looking at their perks...I'm guessing one of em was going for the spine chill tome challenge cuz they DCed as soon as I picked THAT guy up.

  • @Fibijean said:

    I agree there need to be some adjustments made, although I don't think a return to the Victory Cube system is the answer. Rank should be a reflection of player skill, and so having a ranking system in which a killer who gets every survivor to death hook and a killer who doesn't even get a hit all game are judged as being at the same level seems heavily flawed to me.

    In my opinion, if the devs are toying with the idea of ranking killers on a per-killer basis because each one plays so differently, they should also, by the same logic, consider tweaking the emblem system on a per-killer basis.

    From what I remember, the old system kept track of hook phases with the first being 1 point and reaching struggle worth 1. A death was worth 2, meaning each survivor was worth 4 points. A killer would get 8 points for having everyone escape on death hook.

  • Having a system similar to Overwatch would be a good idea. I know it typically gives an estimate of each roles waittimes, while also offering incentives if a particular role is needed more than the others.

  • @[Deleted User] said:

    Do what I've been doing. Run a pure slugging build.

    Don't have to worry about DS if you never hook them until they're all down and bleeding.

    It's weird when people ask why I ran such a build post match and I say "to counter DS" and they respond with, and I quote:

    "DS doesn't work if you don't hook someone"

    Like... yes.

    Exactly.

    At then they all kobe, lol

  • It's also popular with monitor since you get the increased TR, followed by a sudden shrinkage when the survivor goes down.

  • @twistedmonkey said:

    Overall I like these ideas. None seem overpowered and they look to give some different playstyles too Freddy which is really nice. I think more add-ons for all killers should be done like this.

    The only one I would question is the scream with fright one as the doctor is quite hated due to this. Unless you could remove fear in a way like madness you have to be near some one or give yourself away by blowing a gen or running acvross the map to wake up and probably scrram in the way. It does hurt stealth players more and those who like to try and evade instead of the loop game.

    Great suggestions though and I hope the devs take this on board.

    I figured that could have 2 ways of ending it. You could either wake up from the nightmare OR let it time out (probably around 30 seconds).

  • If your going with Nemesis, I'd recommend just using Judith's journal and j Myers memorial. You'd be able to hit T3 after stalking the obsession for like 2 seconds, allowing you to hit it often.

  • @DeKillerKiller said:

    I like these suggestions. I feel like these suggestions would give Freddy more wiggle and legroom when it comes to build flexibility.

    Snares revealing survivors who step on them reminds me of old Freddy. God I miss that glorious bastard. I wouldn't mind any of these to replace most of Freddy's add-ons right now. They seem fun and great to use and go up against.

    Im surprised the snares version of paint thinner's aura reading isnt already a thing tbh.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/914704#Comment_914704

    Would you rather prefer they genrushed instead of wasting time on hooks?

    Id rather be able to kill them as opposed to being powerless to see them crawl out the exit gates.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/914704#Comment_914704

    I love using sabotage one of the best feelings when it all goes according to plan

    Last sabo team I faced off against just made the game a little more brutal and left me feeling SUPER sweaty.Was on Crotus Prenn using Myers, so dealing with that main building and STILL not being able to hook ppl half the time sucked. Fortunately for me, I was screwing around with an infinite T3 build using infectous fright. Sabo team...meet slug build, lol.

  • @humanbeing1704 said:

    sabotage can you win games though if you break every hook near a gate and it's opened then the killer is ######### out of luck

    Feel like this right here is just a good reason to bring a mori...

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/912695#Comment_912695

    DCs weren't even counted in that data, so it's purely based on killrate.

    However, the devs have warned us that there are a lot of factors that influence killrate which means we shouldn't draw any balance-related conclusions from it.

    Was curious how much matchmaking skewed that data. So many games have ppl bringing in their rank 20 buddys against a red rank killer...

  • So... Still "Forever Freddy"? So a Nerf to the add-ons DIDNT break the build they were specifically targeting?

  • @[Deleted User] said:

    Well I just got a 4K without really sweating too much; instead of the usual 3 gens left they had 2 gens left. Freddy is still great, dunno what you are freaking out about.

    What build were you using?

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/912402#Comment_912402

    Which can still happen but changing an addon completely takes more time than fixing something not working as intended with some number changes.

    Instead of everyone just consyantly complaining give feedback on what you propose would be a better solution in the feedback forum.

    Right now there is no difference to those that complained when MoM was changed. They complained about something that wasnt working as intended but since it affected them directly they couldnt see the bigger picture.

    Not all changes are good and not all things that need balanced can be done in a way which makes everyone happy at the time its needed. If you feel they are trash atm dont use them but I would bet there will still be a lot that will use them paired with certain perks to get the best use out of them.

    Figured I'll go ahead and take your advice of making a thread on "feedback" for possible add-on effects. At work atm, so I'll write it up later and brainstorm now. I plan on tagging you to get some feedback when I go to post it.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/911101#Comment_911101

    Not everyone can loop effectively and not everyone that gives away their position will be in a proper position to not get caught. Not everyone knows this game like the back of their hands some just play for the fun or when they have the free time.

    Don't you have the ability to choose which location you want to fail that skillcheck though?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/912555#Comment_912555

    Nah, I’m doubtful.

    Look at how effective Thanatophobia has been long before the Freddy rework or other slow down changes.

    Thanatophobia doesn’t debuff a huge deal but most survivors won’t hesitate to either rescue, revive, or heal each other ASAP, which is what stall the perk truly achieves.

    While I understand the "red bar syndrome", I also see just how many ppl were waking up BEFORE, which were the ppl saying completing things while asleep is taking too long.

    I guess my biggest gripe is just how minor of a problem the add-ons were compared to the big picture for "Forever Freddy". You can use the same exact build and the difference between using one of these add-ons and not is SO minor, since it was thana and such that was doing the heavy lifting so to speak. That's like nerfing Overcharge because you can use it with Pop.

  • @[Deleted User] said:

    I think players are over reacting about these add on changes.

    The whole entire point of Swing Chains, Jump Rope, and Outdoor Rope isn’t to ACTUALLY expect survivors to put up with the debuff. Their purpose is to give survivors even MORE incentive to wake up, which slows and stalls the game significantly MORE than those add ons EVER could.

    Wouldn't making the slowdown less potent ALSO reduce that incentive?

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/912402#Comment_912402

    Which can still happen but changing an addon completely takes more time than fixing something not working as intended with some number changes.

    Instead of everyone just consyantly complaining give feedback on what you propose would be a better solution in the feedback forum.

    Right now there is no difference to those that complained when MoM was changed. They complained about something that wasnt working as intended but since it affected them directly they couldnt see the bigger picture.

    Not all changes are good and not all things that need balanced can be done in a way which makes everyone happy at the time its needed. If you feel they are trash atm dont use them but I would bet there will still be a lot that will use them paired with certain perks to get the best use out of them.

    Unfortunately people have been giving feedback on these add-ons since the rework. Z block is a running joke at this point.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/912334#Comment_912334

    You will get use if you use certain perks. So I will say the same which I have said to others.

    What is the lesser evil? To change perks which affect all killers or to change these addons?

    While I don't agree with change for the sake of it maybe certain add-ons working better with certain perks might give more variety in game play with perks used. Let's be honest it was rare to find a Freddy who didn't run the forever setup.

    Add-ons and survivor items imo should add to the gameplay and help change it up a bit but not seen to be essential or be overly strong.

    If you want to change the addons... CHANGE THEM. Don't just delete them. That's what happened, the add-ons got pretty much deleted. If they changed them to have a meaningful effect OUTSIDE of action speed slowdown, I'd be cool with that. As it stands, they have no effect.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/911678#Comment_911678

    Not really as they were also changed to not being able to recharge after this when running as again they could still be stacked too prolong a chase with BL and then use DH at a pallet after 40s.

    Now if they stopped the add-ons from stacking it could in theory also solve things but they decided to go another route and as peanits stated is isn't as easy to make them not stack as it sounds 😉.

    The "fix" was simply to nerf the add-ons into oblivion whether you stacked them with anything or not. These add-ons are on par with Bubba's chili add-ons in that the effect is SO minimal now, you'd need side by side video comparisons of using them vs using no add-ons at all to tell any difference. While it's nice that Freddy isn't add-on reliant, his add-ons NOW are all to the point where you won't really see any difference in your gameplay when you use them, making it kinda boring to mix and match when compared to add-ons like Myers.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/911523#Comment_911523

    What you are saying is all about if's. The exact same argument can be represented on why a change was needed.

    Now making survivor heal they need to find others to do so or run a perk, wake up, the killer can choose not to kill the obsession (which is counter productive to running the perk so why bother).

    You don't seem to see what forever Freddy build actually was. It was running the exact setup to purposefully slow the game down which was clearly more than the devs obviously wanted or even intended to happen so they decided to make a change.

    Think about it this way with exhaustion. The devs cleary decided they didn't want each perk having a separate cooldown so made one mechanic for all which was needed. In the past players also had to use two perk slots for SB and DH for example so what is the difference?

    The reasoning was they changed something to stop it prolonging a chase too much and this reasoning is to stop it prolonging the game too much. Pretty much the same thing in reality.

    The fact is the devs have gave some reasoning but you don't want to accept it as you just don't believe it was needed. It's not about reasoning then but back to trust as no matter what they say Unless you can get all the raw data needed to show it then you will never see some changes as needed.

    That is fine but as you wont ever have that data so you will always plead a change you dislike as never needed and disregard what reasoning they give. The fact is this has happened and tou cna choose to beleive it or not but its obvious the devs did not want the combination to be possible at all.

    In reference to your DH SB analogy... This would be similar to if you could stack SB, DH, Lithe and balanced together on separate cooldowns, so instead of doing anything about being able to stack them like they DID do, they just nerfed 1 of them into the ground and called it a day.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/911611#Comment_911611

    Right, but then there's still the issue of other things with similar but not identical effects. Stuff like Ruin and PGTW which don't apply an action speed penalty but do have the same end result. Either way you slice it, you aren't going to be able to cover everything with a single change.

    These are perks that are going to be in play no matter what addons and killer is being used though.I could run Thana, dying light, ruin AND PGTW on a Plague with no addons at all. Not trying to be disrespectful, but why were the addons considered the broken part in this combination?

    Maybe a different route then. Considering the numbers on these addons are pretty much null at this point, wouldnt it be a good direction to simply change their effect all together?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/911556#Comment_911556

    What you're saying is easier said than done. What if I'm using two of those add-ons and Thanataphobia? What stacks? The add-ons clearly shouldn't, but can it stack with the perk? If not, which effect gets used? Even if you have a good system for that (i.e. Use the highest value), how do you stop it from stacking with Ruin and PGTW?

    I don't mean to make it sound like I disagree, I'd be a-okay with not stalking slowdown, but it's not an easy thing to do.

    If you have a problem with the effects reaching a certain point, why not just add a ceiling? By this same logic, thanataphobia and dying light still stacks, no matter how much the addons get nerfed. If your looking at the combined values of multiple addons and perks, I feel like this would be the best solution as opposed to gutting one part of it that a player could be using with no intention of stacking to begin with.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/911124#Comment_911124

    The rope add-ons should've been nerfed to 3% and 6% respectively.

    My thoughts is if people had an issue with the stacking... why not just address that? This just reminds me of what they did with the charge speed addons on Huntress when tinkerer had an effect on charge speed addons. The problem was stacking 2 addons and a perk. The solution... nerf the 2 addons and change the effect of the perk. God forbid anyone wanted to just use one of those addons without stacking them, lol. Having an addon drop down to a 2% slow is just reminiscent of Bubba's chili addons. Does it do anything? TECHNICALLY yes. Will you notice it do anything? Heck no.

  • Kinda think if they were gonna drop the percentages so low that they're pretty much non-existent...they should just give them a different effect. An addon giving a 2% slowdown is pretty pointless.

  • @Soulslayer618 said:

    https://forum.deadbydaylight.com/en/discussion/comment/910398#Comment_910398

    if theyre gonna have that technicality then only mori's would work

    cause if you hook them the entity's ritual summons it and the entity is the one that kills

    (I get what youre saying Im just a salty Cashew)

    If ya wanna speed that challenge along, I recommend using the new nemesis perk. You can technically get it done in a single trial.

  • @Fibijean said:

    Iron Grasp is effective for what it does, and is a solid mid- to even high-tier perk. A buff is more than just a QOL change, and I don't think Iron Grasp needs one.

    In all fairness, the only time anyone is going to use iron grasp is if they are already using agitation and going for a basement build. Theres really no reason to use iron grasp WITHOUT agitation since agitation does what iron grasp does, but better. I could see the perk getting some love, but I dont think OPs way is the way to go.

  • Maybe its due to the fact that you had no part in the deaths of the survivors, but rather the entity did it.

  • @prismalorg said:

    From my experience playing this game (Im just rank 7 (and a Bill main ;]), Ive come to the conclusion that its down to RNG how good the survivor or killer is in the match. What realm you get, what map you get, what variations of the map (pallet, building, hill and etc. spawns). If the killer is smart enough, he can counter what the survivors are doing. If the survivors are smart enough, they can counter what the killer is doing. The game requires a lot of forethought, and the killer is given more forethought than the survivors, being able to see items, characters, and (before 3.4) ranks and levels. Both the killer and survivors are meant to adapt to the others play style to kill or survive. Both sides have big downsides and big upsides. However, I have never reached red ranks but I still also experience long queues even at 7.

    The killers weren't able to see ranks and lvls, that was info shared amongst your teammates.

  • @michaelmyers87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907544#Comment_907544

    If you’re good enough you won’t need whispers for the first guy or any guy, you’ll get those 3-4 kills enough of the time

    The perk is quite helpful on certain killers. Huntress for example with her slow movement speed and large Lullaby range is particularly susceptible to stealth, so being able to quickly determine if a location is worth looking into or if its empty is a huge time saver.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/908440#Comment_908440

    Surge is in my main build for Demo along with Surveillance and Save the Best for Last.

    Surge saves an insane amount of time from the Killer not needing to kick gens. When combined with STBFL it is a win/win in gaining power over the game while not wasting time. Added with Surveillance and the Demo knows exactly where to apply pressure in general plus it helps with smarter use of his tunnels.

    Shred is nice and all in ending some loops or landing otherwise impossible hits. But a BIG part of what makes Shred strong is how often you can fake it in order to simply make the Survivors turn putting them in range of a M1 feeding STBFL. You can't just using nothing but Shred, M1s are needed as well. Hit with M1 to get a stack, then Shred near instantly afterwards for very fast downs that only get faster as you build up STBFL stacks. Those 2 perks combo VERY well together with Demo and Surveillance buffs the combo even more when you can't depend on Shred for downs with constant information of what gens are NOT being worked on! Letting you know where you need to put pressure most with your tunnels.

    It's a rather decent build that supports how the Demo plays by making him more aggressive as the game goes on and leaves the 4th perk slot open for what ever else is needed. Surge by itself isn't all that good, but it combos very well with other perks and some Killer powers.

    You even said the problem with surge in your playstyle explanation. If your finishing the chase with a quick shred after an M1, that means the shred got the down and surge aint gonna work with that down. Being stuck with scenarios where you gotta purposefully handicap yourself in order to make a perk work sucks.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/908212#Comment_908212

    One of the main benefits to Surge is that it gives you a free gen kick on all of the gens within the radius. That 8% regression quickly turns into a lot more than 8% if there aren't any survivors repairing in the area.

    If they removed the cooldown and removed the requirement to down survivors with a basic attack, I could see it becoming a decent option for stalling on killers who can get downs quickly but can't spare the time you need to find a good target for PGTW.

    Pretty much this... Its ironic that it came out on Demogorgon, since Demo cant get use out of it if he actually uses his Shred ability to down ppl. Having it work with Huntress's hatchets and such would let it be an option on many more killers.

    @Peanits said:

    I wouldn't be too crazy about that. It would make it outright worse on killers with smaller terror radii, like Huntress, Myers, etc. The amount of times where it would be beneficial would be very slim, mostly just coming down to running Distressing or not. Even some of the things that normally makes your terror radius huge (Treatment Doc, Button Legion) can't activate it since you can't down someone in those modes, so it's pretty situational.


    Do you think it may be possible to remove the "basic attack" requirement so characters like Huntress or Hillbilly could use their power and benifit from it?

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/907675#Comment_907675

    Adrenaline rewards big survivor success.

    NOED rewards big killer failure.

    Yet somehow they are comparable? Really shows killer main logic.

    Anything that might stop 4ks=op crutch perks for entitled survivors huh?

    Theyre compatible in that they activate at the same time, and the "failure-success" thing is easily flipable. You can get adrenaline with 5 gens to go, 3 teammates dead and the hatch closing. I suppose you COULD call that a success that you outlived your teammates, but the killer definitely didn't fail to get the NOED that activates during that scenario.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907324#Comment_907324

    I multiple down situations, this change wouldn't work.

    I've had to tell too many people about this scenario because people never seem to think about the variables in this game.

    Killer downs you and sees another survivor right by you, killer then downs that survivor. Killer hooks you and then picks up the other downed survivor. As the killer is carrying this other survivor, you get unhooked. Killer then hooks the survivor they were carrying, deactivating DS and allowing the killer to tunnel all they want.

    Feel llike the best way would have it deactivate once you begin doing something that isnt healing yourself or running away. If a killer finds you working on a gen or cleansing a totem, you clearly werent being tunneled. This might encourage people to use the time to get to a safer location and heal, similarly to what BT does with allowing the unhooked person to get enough time to reach a pallet or loop.

  • @StrodeWins said:

    title..

    since a bunch of killer mains have been recently complaining about DS, yet i still see lots of NOED in high rank, you have no grounds on which to complain. you can’t be for one thing and against another, especially on perks that are similar in nature.

    some killer, a wraith, who shall remain nameless, got upset when i had and effectively utilized DS, yet ran NOED which was blown up immediately EGC, calling me a “crutch perk user.”

    first off, survivors have to actively work to disable NOED. the killer does nothing/no criteria has to be met on his/her end. so not only is my time being jeopardized in cleansing, but i also got verbally abused by a killer who denies to think on both sides of the fence

    so please, be courteous and think on both sides. yes, DS might be annoying, but realize your NOED isn’t any better in nature.

    Many ppl just get annoyed by how much DS gets weaponized. Having the mindset of being able to do whatever you want without consequence is enough to let someone work on a gen when they normally would run, as long as theres a nearby locker to jump into. Someone posted this clip last night that pretty much showcases this perfectly.

    https://www.youtube.com/watch?v=dpc6dcrH1NE&feature=emb_title

    Theres really not much someone can do to counter that...

  • @Sign_Spinner said:

    https://forum.deadbydaylight.com/en/discussion/comment/907675#Comment_907675

    Noed is controlled by swf, not by solo survivors. Also, if the killer is good and knows how to apply pressure there's no way to remove noed before it triggers, since there's no point on removing noed if you can't finish all 5 gens

    The only thing keeping this true is the thought pattern that its true. People assume there is no point in THEM cleansing the bones they see because their teammates wont do the same, while said teammates are thinking that very thing of them. Point being... if everyone just cleansed the bones they ran past thats often times 3 ft from the gen theyre working on, its not even a solo vs swf thing. The only thing SWF really has at that point is confirmation that someone else is indeed doing bones...

    You could very easily wipe out NOED at the very beginning of the game while the killer is going from gen to gen, listening for the sounds of a gen being worked on.

  • @knell said:

    Everyone who are always complaining about killer queue times (especially on US East) should come play killers on the PS4 - it's always instantaneous (except when maybe there is a bloodhunt).

    People should also remember that even if matchmaking is working properly, the queue time would still depend on the killer/survivor ratio (ideally killer population is always 20%) in your 1. Gaming platform, 2. Geolocation (region of your server) and 3. Rank. So just saying "queue times are long" doesn't give much information to solve it. I do wish there was an option to put those 3 info next to our forum names so we know where members' experiences are coming from.

    Im on PC, and killer queues are pretty instant for me as well. I tend to like spending the queue times by spending BPs on the bloodweb and such, but cant really do that when I get a lobby so fast, lol.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/908020#Comment_908020

    The did it because it took no skill to just kill everyone with her beam. That's where no brain = symmetra main came from. I really enjoed the old symm and even bought golden gun. But new symmetra is viable both in def and attack. Her beam charges much faater and deal more dmg if you manage to stack it up. But it also requires a litttle aim.

    People say that about EVERY hero that isnt aim oriented. Typically these heroes have more going on that just shooting, such as Winston jumping in to pressure backline DPS and support, while also peeling off flankers. If Sym could just mindlessly kill everyone so easily...she wouldve been picked a whole lot more than she was. This is going off topic of the DBD related thread here though...

  • Love how the highest kill-rate killer among red ranks is STILL seen as not good enough, lol.

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