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MDRSan

MDRSan

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MDRSan
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  • From someone who mainly plays solo q, I hope not. The team dynamics are just too different between SWFs and solos.

    Take wins/losses. In a SWF, sacrificing 1 person on hook for the good of the group and getting gens done still feels like a win because everyone is working as a unit and a victory feels like everyone’s victory. In solo q, sure I want my teammates to get out and do well but what makes the match feel like fun is what I was able to do in the game.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196845#Comment_3196845

    A lot of younger people, and immature minds play this game. So it's really not all that surprising.

    Again....It's just a game. Nothing that happens matters. However some people can be emotionally on the edge. You don't know what's going on. But some of the vial things that have been said to me. Could be enough to push someone over the edge and harm themselves or others.

    But people tend to act as the worst of the worse. Due to the anonymity of the Internet.

    I think it’s a question of degrees though. Getting mad at an opponent in a game isn’t necessarily a sign of immaturity any more than getting mad at someone who holds up a line, or traffic. None of it matters (at least not usually). Getting furious would be a bit much, but just mad or annoyed - why not?

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198105#Comment_3198105

    Saying ‘but I get punished for camping’ to an idea meant to discourage camping is a little nonsensical. Go hunt for those other survivors on gens, that’s what I do.

    Being punished for being around the hook while there is another survivor around the hook is nonsensical.

    Like I said, the problem is that whatever rule you come up with, one side or the other will game it to their advantage, and there's lots of edge cases for subjective concepts like camping. E.g. this rule says camping is within 20m, so killers will camp at 21m.

    Oddly, this rule wouldn't even punish the quintessential camper: basement Bubba. He'd just have to camp the basement entrance from outside, which is usually the better choice anyway.

    Being punished for being around the hook while there is another survivor around the hook is nonsensical.

    So decrease the range - it only needs to be large enough to allow a save.

    If you think about the punishment and what having another player close to the hook means in terms of the match I don’t see how. This is a situation where, at worst, there are 2 survivors not contributing to gen progress - 1 on hook and 1 hiding. At best the rescuer isn’t hiding and you are free to chase them. Unless your chase is around the hook and lasts several minutes, the impact is negligible.

    The ‘punishment’ isn’t taking away blood points, granting some form of invincibility, putting the killer in timeout, etc. - it’s just slowing down someone’s death. I don’t see how this would be game breaking even if there were some elusive, hypothetical situation someone exploited.

  • Provided it was coded to only trigger at the same rough elevation the hook is at and generators were prevented from spawning within the same range of a hook I don’t see what the issue would be. If a survivor camps close to the person hooked to slow down their progression that’s now 2 survivors not doing gens. Arguments that the killer isn't able to prevent an unhooking without sacrificing hook progression speed miss the point - they’re supposed to get unhooked most of the time (at least on 1st hook). Saying ‘but I get punished for camping’ to an idea meant to discourage camping is a little nonsensical. Go hunt for those other survivors on gens, that’s what I do.

  • There is only 1 situation where I’ve slugged everyone when few gens are completed and that’s when I’m against a group that’s playing like a coordinated SWF, get a bit too smug with taunting me after a series of hook sabotages, out-looping me a few times, flashlight blinds, etc.

    That said, I’ve then helped them get back up and proceed to meme it up with them the rest of the match. I feel like I’ve proved my point at that point lol.

  • The only issue I have with Nemesis is the embarrassment that comes from several missed tentacle whips and no way to properly emote to the survivors that, yes, I am properly ashamed of myself.

  • I had a match as Wesker last night where someone DC’d so I decided to just meme it up with the remaining survivors. Did some table dancing in the saloon, ordered some rounds from the Bill bartender, held a slow walk parade down the street to the exit gate - good times.

    I did learn that vaulting a pallet when a survivor was directly on the other side ends in a tentacle slap so that’s interesting.

  • There’s really only 1 pretty foolproof way to catch cheaters and that would be to have everyone’s client report to the server everyone in the player’s current sight’s speed, position, etc. on at least a periodic basis.

    Keeping it limited to the player’s view box would limit opening up another exploitable avenue for aura/wall hacks to gain positional info.

    Add in self reporting on what perks are actively in use for your own character. If this count goes above 4 for the whole match, then shenanigans.

    Reporting on viewed traits would prevent a cheater from manipulating their own reported data

    Add in some wiggle room for ping/lag to minimize false positives and correlate between reported cheaters by players in the end game screen and logged events from the match itself.

  • @Nirgendwohin said:

    The biggest enemy for DH are killers playing on consoles. Their reaction time is sometimes way to high and your waste your DH while the killer is hitting thin air.

    It’s weird you mention killers on consoles - I have the opposite experience when I play survivor on console. It sounds like it’s useful for some but I can never get it to trigger correctly or on time. I just aborted the experiment and stopped trying to use it since it never does anything for me.

  • A DC is already punished by an increasing ban time - the first being forgiving because no one’s internet is perfect. I’ve been DCed 2 times since I started playing a month or 2 ago - I’d rather not rely on my solo q teammates to figure out it wasn’t intentional and not slap me with some additional time or icon over my head.

  • The killer herding survivors into a 3 gen situation is a strategic play on the killer’s part. It’s not an exploit, or toxic, or anything other than playing the game strategically. Putting someone in check isn’t an exploit in chess.

    Unless the gens spawn all together (which I don’t think is possible) the killer can really only pressure you towards a 3 gen setup. They can’t force it. Hopping off a gen, back on, re-repairing the regressed percentage will take longer than just sitting there from 0-100 but unless there’s only 1 gen the killer is protecting it’ll get done.

  • Omg, a little sailor outfit with hat to go with the seabed sustenance outfit.

    Besides, despite his size he’s the same age as his sister. It’s time someone informs him that as an adult, one wears pants.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193847#Comment_3193847

    So, let's tell killers to stop complaining about two survivors who 'just hide till the other one dies holding the game hostage' because they're just doing their objective and trying to survive; which is the real objective not gens, gens just facilitate the objective to a point. But they won't, because it's boring as is being slugged for survivors.

    This is a fantastic example of a situation that needs addressing because whist they're both valid tactics they're indecisive to Good interesting play and it's rampant. It needs intervention.

    It’s not exactly the same thing - unless the killer is prolonging the slug beyond when someone ordinarily would bleed out. A survivor can locker hop indefinitely.

  • The value in Self Care lies in its flexibility. If you gate it behind some arbitrary requirement then it isn’t even the same perk anymore. What if you’ve been running the killer for your team all match? What if you get chased off a gen before you hit the magic number and what’s keeping you from trying again is that you have no buffer and the only gens are in relatively unsafe areas?

    A new survivor is likely just overly cautious and gating their ability to heal will just make hiding more appealing - not objectives.

    Besides, there are already too many perks that have annoying and arbitrary requirements. Give me a good old fashioned cool down any day.

  • In some respects yes, in others it depends on everyone’s mindset, and again in others you’re pretty much a pack of lone wolves.

    Getting the exit gates open - teamwork helps.

    Getting graded and rewarded for how you performed in the trial - team? What team?

    The arguably easiest and most boring way to escape a trial is to wait for or get your team killed while you hide and sneak out through the hatch.

    Self sacrifice is nice from a human perspective, but the game usually provides only negative repercussions for doing so


    Its like that common zombie apocalypse trope where everyone splits off into their tribes and only look out for themselves. Being anything worse than at least neutral to each other makes zero sense but here they are - fighting each other while the zombies stand back and wonder if they want to risk wandering in and being sucked into the drama.

  • For killers I think add-ons would be better served as a sort of killer specific perk that doesn’t run out, but changes a killer’s play style. The idea being it isn’t an upgrade, but a side-grade to a different play style. This would be safer to tweak than perks because being killer specific, it wouldn’t be necessary to consider how it would affect other killers.

    For example, say you want to play Nurse but aren’t great at aiming your blinks - there could be an add-on that increases run speed to standard killer speed, limits her to 1 blink at a time with a bit of a max length extension, and removes the fatigue slowdown but keeps it to where she can’t attack while it’s playing and makes it immediate after blink. Now she can use her ability for better map traversal, but not for attacks that come out of nowhere.

    For survivors, it could be similar in respect to what items do. Like say you could make a flashlight no longer blind killers but instead, reveal their aura while the beam is hitting them.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189858#Comment_3189858

    Last point tho

    its actually helps the killer unless stacked with other perks. Only ones worse are No Mither and maybe Technician

    This game’s player base has a disproportionate and weird fixation on what is efficient on paper and hand waving away any situational downsides. I don’t agree that anything that isn’t the ordained ‘right’ perk is bad and helping the opposition. If all the options have pros and cons and a player is making an informed decision based on understanding them then they’re just using their brain and making a choice.

    By that logic, having circle of healing is helping the killer because the time spent finding and blessing a totem, time any teammate spends getting to its area of effect, etc. could have been spent on a gen.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191176#Comment_3191176

    Yh nurses are weird. It'll either be an absolute walkover because they can't hit blinks and nurses are slow af. Or they are god tier blinkers who end every chase in 15 seconds

    Hey, it’s not my fault I’m playing on console. Well, I suppose it kind of is. I did have a couple matches last night where nurse and blight finally started to click and I did ok though. Guess muscle memory’s starting to kick in.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191133#Comment_3191133

    Because it takes forever to use, I've tried it in public matches to get the tome challenge, killer has often stumbled on me while using it. As killer i have also caught out a lot of people trying to self care because they sit in one place for a long time making pain grunts. And woe betide you if you're facing any killer with aura perks. Bbq and chilli, nurses calling, the killer will know where you are and can see from the animation that you are self healing. Self care's dirt poor heal speed means the killer has plenty of time to home in on you and hear those grunts of pain. Even if you arent against a stealth killer, notice terror radius the sound can still give you away, and since you are still injured killer one hits you.

    That’s what Botany Knowledge and Bite the Bullet are for.

    I only play in solo q so I can either take care of myself and be pleasantly surprised when a group of 4, non-communicative strangers do manage to work as a unit or (more often than not) pick perks that are ‘team player’ perks and roll the dice. I prefer the path with a little more certainty, regardless of inefficiencies.

    That said, I don’t run it super often - usually after a string of matches where I wish I’d been able to heal I’ll switch to having it.

  • @catkillsmouse said:

    Why repair a gen when I can just let everyone else die while I heal up and escape?

    Plus repairing gens is boring and risky.

    I mean, why would anyone want to heal up really?

    I hear groups of 3 survivors make a ton more gen progress than groups of 4. By staying healthy, you’re robbing your teammates of the additional attention and face time the killer can provide a smaller group. Additionally, unless you keep yourself 1 hit from hooksville you make it so your teammates don’t have anything to do but boring gens. I mean, isn’t it more fun to have to go save someone off a hook than doing a gen?

    (ok, maybe that last statement is inadvertently less sarcastic than the previous ones)

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191075#Comment_3191075

    Not really, it looks good on paper but it takes so long to heal yourself that it hurts the team, time that could be spent finishing 25% of a gen is used giving yourself one health level. Longer if the killer is running anything with mangle.

    I would argue that it’s still situationally as viable as others, just in different circumstances. Generally I find I’m more useful alive than dead so in matches where I ended up doing more than 25% of a gen after healing myself it’s a net gain.

    I don’t think the aim is for there to be one best perk that, regardless of situation or play style, you should always use over another. That’s going toward one meta to rule them all, not spreading usage out like they seem to intend.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190977#Comment_3190977

    If you're already injured and you're looking for a totem to use Inner Healing that's generally not a good way to use the perk and is very inefficient. The strength of the perk lies in the fact that you can do a totem early and then when you're injured you can very quickly heal in a locker.

    I get what you’re saying, but I still think the time spent is still part of the total time even if it’s front loaded. If you don’t at some point in the match track down and cleanse a totem it really is just taking up a perk slot with no benefit.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189833#Comment_3189833

    Bruh, you're getting rid of a totem, and getting healing when you can't find your teammates, not to mention even after the cleansing, travel time, and the actual 8 seconds, it's STILL faster than self care

    Fully upgraded Self Care takes 45 seconds.

    Cleansing a totem takes 14 seconds and Inner Healing takes 8 seconds of locker time. 22 seconds - leaving 23 seconds to locate and get to a totem, hope you aren’t interrupted, and then locate and get to a locker without the killer seeing you. Anything longer and you’d already be healed with Self Care.

    It’s a choice with trade offs on both perks. Gamble on the totem-locker hunt panning out quickly enough and only needing to heal 1-2 times tops or sacrifice, at most, 23 seconds for a guaranteed heal that doesn’t run out.

    I personally value the flexibility Self Care gives over CoH or Inner Healing. 23 ‘wasted’ seconds not doing gens is really not the end of the world nor the match. We’re not robots.

  • I still don’t understand why so many consider Self Care to be a trash perk. I get that it’s not as strong as it used to be, but how is the ability to heal yourself without worrying if you have enough tokens, charges, have met some series of conditions and can hop in a locker, etc. a ‘bad’ thing?

    With CoH you have to find a totem, and restrict yourself to a set area that may not be safe or close by to heal. How long did it take to find the totem? How long to bless it? How long did each survivor spend running there so they could heal throughout the match? Were you even able to find a totem or are your teammates on a cleansing spree? Does the killer already know where it is? Plus side, the heal is faster and can be used by all survivors for as long as it and the player that blessed it are up. A CoH heal is useful, but isn’t as fast as the heal time alone would suggest and has situational drawbacks.

    Inner Healing can only be used once after cleansing a totem, limiting you to a max of 5 uses across the team and that’s if all 5 totems are found and the person who is injured happens to be one that cleansed one. Time to find, cleanse, locker travel, and locker wait time all combines to be the actual time spent pulling off this 1 heal.

    Self Care can be used anywhere you are hidden, as many times as needed. The heal itself takes a while compared to the raw heal time of other perks and the setup time takes nothing compared to other perks. It’s, imo, better than Inner Healing and on par with CoH - just with different trade-offs.

    It’s not just a ‘noob’ perk. Noob perks are perks a player put zero thought into and just copy/pasted from some content creator without actually thinking about situational uses themselves and how it fits in their play style.

  • No. Matches aren’t called just because it gets extra tough on one side. 1 survivor can do all 5 gens and open an exit gate. It is very difficult and unlikely to happen but not enough to write off as something that could never happen. If a killer wants a survivor dead, they’re just going to have to do it themselves.

  • I think thinking about MMR increases and decreases in terms of ‘wins’ and ‘losses’ might be muddying things a bit. I conceptualize it as something like a range of skill-fullness in a given action. Things like:

    Seconds(n) spent 10 meters away from the killer without being visible in their viewport and not concluding in a chase state

    Times generator progress was interrupted

    Chase escapes where the chase took longer than (n)seconds, or included (n)meters of travel

    By calculating various categories of skill sets, matchmaking could then make some preferential matching (just preferential so queue times aren’t affected) like survivor players that demonstrate good looping skills with killer players that are roughly as good at catching survivors in a loop. Or someone who focuses completing gens like crazy with someone who typically applies good gen pressure. The trick would be figuring out the key behaviors and the categories they feed into (and having the logging in place to determine it).

  • I wasn’t around for old Dead Hard but as it currently exists I’ve never had success using it. Since I’m comparatively new it could totally be skill but you would think even then I would have tripped and accidentally fell into correct timing on at least 1 occasion. I just stopped ever using it since it never does anything for me.

  • @FridayNightPizza said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186834#Comment_3186834

    This is the issue with it, you shouldn't be punished for hitting a survivor, I mean what else are you supposed to do, stand there and breathe down their neck?

    You’re not punished for hitting a survivor that successfully times a dead hard any more than you’re punished for hitting a full health survivor. Less so, in fact, because your hit against dead hard inflicts deep wounds. They’re not charging by the weapon swing - just attack.

    Honestly at .5 seconds I don’t see how anything other than a bot can successfully time it frequently enough to justify the perk slot. I do play on console though so maybe it just feels unforgiving due to the controls.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183742#Comment_3183742

    Since when do you play DbD? Have you been playing since 2016 when there was real facecamping?

    Facecamping was and is when the killer physically blocks the only point where a survivor has to stand to be able to unhook a hooked survivor. If you can't motivate the killer to move, he can force the sacrifice on the first hook, with shorter hook times than now. THIS is facecamping. It was fixed by giving the hooks a rotation, and thus multiple unhook points. So there is no more facecamping in DbD. And that is good.

    As for your match: it's sad that some killers play like that. But I don't see it as a big problem. My excel sheet says that it happened to me exactly 5 times like that or similar in 127 matches in the season that ends tomorrow. That would be 3.93%. Why should I whine about it?

    I’ve been playing the last 2 months, so no - I wasn’t around when killers could body block a hook though I am aware it used to be a thing.

    I think we’re just arguing semantics - to me, the scenario you’re describing I would call body blocking the hooked survivor. Face camping strikes me more as a killer sitting there, right in your face so to speak, making the only 2 possible outcomes be the hooked survivor isn’t rescued or someone trades places. (solo queue is really more of a you aren’t going to be unhooked so get comfy kind of situation) That’s the context under which I was reading op’s post.

  • Is that a Freddy bug specific to that map? I had the same thing happen on that map after being woken up the 1st time.

  • I’ve nodded at survivors to try and communicate I’ve got my hooks in or challenge done and have decided to switch to friendly mode. I never knew it had an alternate, BM meaning till I read about that on these forums.

    I’ve only shook my head no once and it was as Meyers in RPD. A survivor was doing the unhook, cancel unhook, repeat thing to someone on the center hook in the main hall while another just ran in little circles beside him. I just shook my head in confusion and walked off, lol.

    Actually, scratch that - I’ve shaken no to try and tell survivors I don’t need an offering and they can keep their stuff. Usually accompanied by a nod when they pick it up to try and clarify - no to the offering, yes to the ‘I guess stabby time can be over now’.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/346037/point-out-the-facecamper

    You do not even know, that facecamping is not possible. Facecamping was an issue in 2016 and got fixed.

    It kind of is though, provided the killer has an instant-down ability and you not require the killer’s face literally be phased into the hookee to fit the definition.

    I had a match earlier where a bubba stood maybe a foot away from someone dying on hook and me bleeding out at his feet. There was only 1 other person up. I wasn’t really mad, more of a ‘Really? We’re doing this are we?’ vibe. He tried to hide a bit after it was just me and a Kate left while keeping LOS on me but I kept crawling to where he was obviously visible. Thankfully the Kate was smart enough to stay away, he hooked me, and Kate ended up getting hatch.

  • @GiveMeTheBox said:

    Four free kills, you say?

    While making the killer get the lowest amount of BPs and actual gameplay possible in that scenario while you speed your way into a possibly more enjoyable match you say? 😛

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181919#Comment_3181919

    Against good survivors, knowing where the injured ones are going means nothing because you cannot chase the injured ones, or the remaining ones will finish the gens. Survivors win the battle of attrition in this case. CoH has no counter in any situation where you need to guard gens on a specific chunk of the map where CoH isn't, unless you are already down to a 1v3.

    I mean, if you’re going for a 4k then yeah - the likelihood of success is low there but a whole series of events have to play out before you get to that scenario. In that situation you have a choice - focus on slowing gen progression gambling that the extra time will give the survivors more of an opportunity to slip up or focus on getting as many hooks as you can. If the game were more algorithmic where everything has predictable branches on a flowchart of actions and counter actions then what would being ‘good’ at the game even mean?

  • @DemonDaddy said:

    I'd be fine with the devs upping the penalty. Just seems petty to bail for any reason other than emergency. Dc because of killer is the same as messaging them to say "you don't get to play when you pick what you like"

    I wouldn’t want that. In the 1-2 months I’ve been DCed twice. I know those 2 instances were considered my DC because everyone just kind of ran in place and I was stuck in the initial unhooking someone process a min or so before it kicked me out and showed the 5 minute ban. (Oddly, both times were right as I was unhooking someone)

    Since there’s no good way to differentiate between a legit crash or internet hiccup and someone purposefully quitting there has to be some level of forgiveness at a lower, non-habitual level to fairly accommodate things outside the players control.

  • I think the effectiveness or efficiency of cleansing totems can be debated (since it is useful in objective points). It’s not throwing though. We’re human players not bots - failing to take the collectively decided perfect, calculated action at any given time is not ‘throwing’ anything.

    It’s like saying ‘running anything but meta perks is throwing’, or ‘not being great at looping is throwing’.

  • The other people had their chance to pick bunny ears Feng. It’s not my fault they chose not to be too adorable to kill.

    Seriously though, I get where you’re coming from but sometimes it’s not so much picking ‘favorites’ as it is other things. Like I might not see the others are having a hard time till I get some folks down. They might do the peace offering thing after some death hooks and they seem frustrated. Feng’s sad, innocent little whimpers might finally get to me (seriously, no idea what it is about her but she legit tugs the heartstrings).

    Basically I don’t want to intentionally be a jerk because that’s not fun for anyone (myself included) but sometimes the awareness that triggers the intentional part of that isn’t until some are down.

  • If time to heal is irrelevant to the power of a perk, then Self Care would like a word.

    As it’s currently implemented IMO, CoH is strong but not OP, and definitely not without counter. Once found, you could stamp it out or use it to know where every wounded survivor is likely to run. This gets even better if you have perks that mess with healing or give aura info from it since your terror radius will encompass a large chunk of the boon’s area (if not all of it depending on position). Between my survivor and killer matches I think I’ve only ever seen 2 boon totems up max, and usually just 1 (if any) so it’s not like 3 or even 4 totems is something commonly contended with.

  • This would be nice. I finally got to IR1 survivor side yesterday but man it was a frustrating journey from IR3 to 1. I don’t want bragging rights or gamer clout, just the stupid blood points that pop on the 13th.

    I’ve had killer IR1 for a while now. I think the difference is the survivor pipping criteria are less forgiving than killer-side. Another solution would be to adjust the survivor badge criteria to at least 0 or +1 so long as you weren’t a total potato in the match. Like consider time in chase along with chase outcome. Or time spent within x meters of the killer without showing up in their viewport (rewarding sneakiness) or without becoming target of a chase (rewarding boldness). Not sure where my morphing to become one with the bushes would fall there, but presumably somewhere. 😛

  • Playing as Ada I feel like I can’t blend in with anything but oddly when playing killer the red dress doesn’t pop as much as I thought it did against some of the maps. At least efinitely not as much as the neon or laser bears outfits others have.

    It does seem skimpier than I remember (at least memory-wise). Maybe the model is taller or perspective different than in the RE games and that’s why. I think I need to see Jake Park in it to be sure. For science.

  • As a new(ish) player, keys seem conceptually/functionally weird to me. Like, what does aura reading have to do with a key when there's a map item type in game?

  • I feel like this is some sort of psychological experiment. Like - what level of trivial benefits in a low stakes environment (I mean, it is a video game) is required for the average person to tip over to selfishness in abandonment of altruism.

    Have a challenge to heal yourself 1 time and make it out of a trial? Try for a few days or as soon as you meet the 'heal yourself' criteria engage in some good old fashioned locker hopping until you're the last one alive and have a much better chance of knocking it out in 1 match.

    Want a good amount of blood points on rank reset day? Focusing on objectives alone gets you 1 iridescent badge and escaping without going down gets you another. You risk getting fewer or possibly none when you try to fulfill the other 2 categories. +1 is more reliable to get versus going for a +2 and having it turn into a 0 or -1/-2.

    That said, obviously I'm a team player or I wouldn't be so annoyed that I'm effectively self-sabotaging, lol.

  • The female cenobite from the first 2 was my favorite one (although the actress in 2 was different, same character though) . I even made up a Halloween costume one year with a neck appliance as a male version of her. I had symmetrical lip piercings so I attached the wires there, lol.

  • I’ve experienced this too but didn’t realize what was causing it. I only noticed after the match there wasn’t a matchmaking bonus when I definitely remember there being one when loading in.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176328#Comment_3176328

    It's a buff for solo q. Solo Q is RAMPANT with people breaking Terms of Service. I CONSTANTLY see killers intentionally not hook the 2nd to last survivor, and pick them up and put them down alot, trying to communicate to them to work together. Or they nod their head up and down, etc.... and then survivors who are snitches and people working with killer at the end.

    I’ve nodded at the last survivor or 2 before to indicate I’m going to show mercy and let them go, but not in exchange for anything. I’ll then track down the other(s) and nod at them too (if they stop running long enough to notice I’m not trying to catch them)

    I don’t think I’ve run into anyone trying to sell out hidden survivors. I have had some survivors presumably indicate I should attack someone standing right beside us which results in a complex dance of trying to figure out what specific challenge they’re trying to knock out. Hook save, heal a health state, trigger some perk, flashlight/pallet save, desire to be a jerk and t-bag their downed compatriot, etc.

    When I play survivor I find the information useful. Among other things, I can plot out where they can intercept me while minimizing how much they have to break cover to do so. I never crawl right at anyone unless they’re right there anyway but in solo queue I could see that as someone not thinking through their actions being the more likely motivation than intentional sandbagging.

  • I just started playing within the last month and have been getting curb stomped as survivor for about the last week. It feels like MMR either rises a lot faster than it falls or favoring queue time over appropriately matched skill levels makes it useless more often than not.

  • My experience playing the Artist is the further away from a gen I am, the less likely what I thought was a launch centered on said gen is actually centered. Besides that, knowing you’re there doesn’t do much if you shoo away the crows and move before I get there.

  • I’ve personally experienced the hit box weirdness when playing as Wesker but have done ok with him so long as I don’t ignore the fact that he has a basic attack at my disposal and not every situation calls for a bound. Not great, but reasonably ok - finally got adept trophy yesterday.

    That said, I’ve just been giving up as survivor against some of the Weskers I’ve been facing the past few days as in most games it seems we’re completely outmatched and prolonging the match is just being a bloodpoint farm for the killer.

    The summary of my experience is I don’t think he’s too bad when playing him as killer and I have no idea where people saying he’s bad are coming from when I’m playing against him as survivor.

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