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Maelstrom808

Maelstrom808

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Maelstrom808
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  • Wraith is the worst for me. Completely obscures the right side of my screen.

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400114#Comment_3400114

    Although I'd dig a mortal kombat killer appearing in the game (Motaro? Scorpion?)

    Mortal kombat is pretty horror adjacent to me (not quite horror but not quite not horror).

    Scorpion is already in the game. You just don't recognize him with the duster and cowboy hat.

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400209#Comment_3400209

    Wow that's surprising tbh, although I'm not surprised with survivors dcing. That's nearly every game (not including functionally dcing with intentionally dying on hook immediately)

    Survivors DC way more than killers. I think I've had 9-10 killer DCs in all my time playing and probably a survivor DC about every third game on average.

  • My personal feeling is her power level is directly tied to how well her player can hear. I've played her on and off over the past year and she has been one of the most difficult killers for me to get good at aside from killers with high mechanical skill floors like blight, Nurse, Billy. Mostly this is due to me having fairly substantial hearing loss.

    I recently upgraded from a set of fairly expensive headphones that weren't designed for gaming to a set of high end gaming headphones and the difference is like night and day.

  • @Neltaxis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396270#Comment_3396270

    As an early quitter I'll make a list why this happens :

    • 2 people downed in 10 seconds
    • Found 1st after 10 seconds of game
    • Downed after 10 seconds chase
    • A steath killer
    • Survivors doing everything but generator after 30 seconds of game
    • Killer being obviously bad but downing me anyway.
    • Killer doing something very stupid with non-sense (like giving up a chase on a hurt survivor and coming at me full health).

    I play to do do gens. Not running around tables like a brain-dead.

    And so on...

    I don't think this is the game for you.

  • Knockout gets one use for me and that's on twins. Make it basekit on her or even an addon and you can give it the boot. Head on, I don't really care. I don't use it as survivor as I enjoy the stealthy style of game play, and it never causes me enough grief as killer to be bothered with it.

  • I don't have any "required" addons, but there are certainly those that I love on certain killers.

    First three follow a trend (I do love some wall hacks):

    Myers - Vanity Mirror

    Wraith - Purple All-Seeing

    Pig - Amanda's Letter

    Plague - Iri Seal

    Sadako - Iri Tape

    Nemesis - Ink Ribbon

  • I mean, I agree with tackling real problems but....this ain't it.

  • So it depends on if i'm out to win or have fun. If I'm out to win, they go straight to the hook, and will keep going to the hook everytime I get a break between chases.

    If I'm out for fun. I hook each survivor once then down the afker and take them on a tour of the map as I chase the other survivors with the afker over my shoulder. Sometimes I'll let them farm saves IA blinds or pallet drops. At the end I'll push them out the gate.

  • I tend to meme and mess around with survivors way more than most so I get offered a lot of mercy kills. I'd say by now it's more than 50, less than 75.

    As far as offering a mercy kill myself, I'll almost always offer if the killer is letting everyone go intentionally. I don't do it for bad games though any more. Twice I offered kills to killers who had bad games and both times I ended up either intentionally bled out or repeatedly smacked on hook.

  • Use both hatchet capacity add ons and try to force shots on survivors where they are animation locked like vaulting or dropping a pallet.

  • Plague is my number one killer as she requires more thinking about the macro game than most killers. That and she has a multitude of build and play variations. I recently started putting more time into Twins and am really enjoying that at the moment.

    Ace is my go to survivor.

  • Only time I dodge is if I see a ttv and I'm trying something that I struggle with. My learning experience is not going to be entertainment for someone else's audience. Aside from that, I pretty much will take on whatever. I might adjust my loadout depending on what I'm dealing with, but generally nothing really bothers me.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349831#Comment_3349831

    Perhaps that was the case when every hook that wasn't a basement hook could be perma-saboed. Thats not the case anymore and killer behaviours show that; namely, unless you go down near the basement hardly any killers bother to hook you down there anymore. Even then, they'll often even choose the inevitable exterior shack hook as it's quicker for them to get hunting again.

    I've noticed a hell of a lot more killers managing to get you half way or more across the map to their chosen scourge hook with no issue since this change. Whilst I agree you shouldn't get off every time killers shouldn't be able to take their time and saunter round the map with flagrant disregard of repercussion either.

    3.68 meters. That's exactly how much farther the killer can get you assuming no perks effecting it on either side and you hit every single great skill check before they changed it. Not enough to make any substantial difference in which hook you are getting to the vast majority of the time.

  • I can only say that if you have hearing difficulties, she's fairly difficult to pick up. I end up using her power for map traversal more than anything. Aside from that, I have to mostly fall back on my experience to guess where I think a survivor is going to be and the occasional visual cue from grass moving and such.

  • @Sillymare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350376#Comment_3350376

    I have met less than 10 percent of this community's survivor mains who weren't toxic pos. And every reply you make convinces more and more you do every single toxic thing I mentioned and most likely enjoy and relish in a killer mains frustration.

    Hmm, you must get all my toxic survivors because 90 percent of the survivors in my games are just fine. Appreciate you taking it for the team.

  • @Mike_Oxbig said:

    I don't understand why a game with such a big RNG factors and core game balance issues needs to have Skill Based Matchmaking. Lately I've been going consistently on 6-7 win streaks with Legion every couple of days with a maximum of 2-3 draws/losses in between, and I'm under the suspicion that my MMR as killer has skyrocketed.

    Most recent games are always against SWFs who bring map offerings and have cheesy strats with boil over and such, extremely high character level(between P60 and P100), and have ridiculous efficiency on gens. Pair that with the fact that they are using voice chat and the most meta builds, and you have one miserable M1 killer experience. This has been going on for several months now.

    The main issue isn't the SWF. More often than not I win against the aforementioned sweaty goon squads, but I don't feel satisfaction in the end. On the contrary, the stress it took me to win against these tactics sucks the joy out of the experience. At the end of a session, I feel mentally drained, even if I've won more games than I have lost.

    Furthermore, being matched with SWFs and sweaty people FORCES me to always bring the most meta loadout, because that's what I'll be facing. This in turn further boosts my MMR when I win, which matches me against even sweatier people, and so on and so on, creating a never-ending loop of sweat on both teams.

    If I dare to bring a niche build or play "nice"(eg no tunneling, proxy camping), I'm met with ruthless efficiency, tbagging at the gates, and post-game insults such as "ez" roughly 80% of the time. I really enjoy playing off-meta builds like Undetectable Legion, Endgame Rancor builds and pallet shredder, but I don't get more than 1-2 kills with them these days.

    A good start to fixing these issues, in my opinion, would be to slap bloodpoints on a lot of the less used perks. I don't think I'm the only one here who would sacrifice their "win" in order to get more BPs, as this was the case back when BBQ and Chilly used to give bonus BPs. Gaining significantly increased BPs at the end as a result of an off-meta build would make going through the stressful games worth it. Heck, I wouldn't even care if I got 0 kills at the end, so long as I'm rewarded for the time and effort I put in in order for 4 survivors to have fun(say 60-70k BPs). This way I'll be able to level up and unlock killers faster, which will incentivize me to play off-meta builds that survivors would enjoy playing against, creating a loop of anti-sweat.

    Removing SBMM entirely would also be a fix, but that will probably never happen. I'm curious to hear what you think about the proposed BPs boost for off-meta perks.

    So I had the exact same situation, won games till I hit the soft cap, then started getting the most sweaty, aneurysm inducing matches of my life. Best advice I can give you is take the L. Play the way you like to play and take every L it gives you until you start winning again. Learn to ignore the t-bags and avoid the gate. Turn off chat or immediately hit continue after the match.

    Once you get back down to a certain spot, it's like a different game. Games are way more chill on average, survivors aren't nearly as nasty with the BM. Just manage your MMR closely at that point - always give hatch or more to avoid pushing my MMR up to much. I enjoy probably 90% of my matches, and because I'm not having to run the absolute top sweaty builds and tactics, usually the survivors have a good time to.

  • Wiggling without teammate intervention or extraordinary circumstances is to limit killer options, not to actually escape.

  • The reason I "main" her (I use main loosely as I play most of the roster, but I have more time in her than the next several killers combined), is she's the best designed killer BHVR has done in my opinion. Strong without being completely broken, a ton of different ways to play her, plenty of play-counter play, and she really takes more thought on macro play at the highest level than almost any other killer.

    It sucks that she triggers a bad reaction to some people with her sounds and effects. Hopefully at some point BHVR will introduce an accessibility option that won't effect her gameplay to allow more people to be able to enjoy her.

  • I've said before, once you get your third crow (and equivalent time for killer) it should give you another 30 sec then DC you and apply the appropriate penalty. In addition, make it more difficult to avoid crows (close the loop holes on item dropping and musical lockers) as well as some sort of check for killers with a script or macro for M1ing or power activation every few seconds.

  • Should be 25sec like the original incapacitated. 10 sec is worthless on low mobility killers and high mobility killers can only take advantage of it if they slug the original downed survivor, which is SO much fun for the survivor.

  • 10% progress as before and 25sec aura on the survivor is what they should have done if they were going to go this route. Gives enough time to get the downed survivor to a hook and get in the vicinity of the gen and see where the survivor hides or the direction they bolt when they hear the terror radius. Gen regression amount is garbage now like Pop, and the aura duration is pretty much done by the time you hook the downed survivor. You already know which gen they were on due to the scream and knowing what gen you kicked, so the aura is pretty worthless at 10 sec.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339783#Comment_3339783

    It’s a tough one to fix. On one side I like that, but it also sucks having so much build synergies lost. Makes people take the best one and ignore anything else. Maybe keep the synergies but just lower each of their numbers in general?

    The other option is to provide a cap on total amount allowed. That way you can get some extra benefit, but it's diminishing returns.

  • @Blueberry said:

    They do need to focus more on incentivizing and rewarding the killer for playing “fair” rather than punishments for not. Currently we are seeing a lot more tunneling as the killers feel way more stressed with gen speeds.

    I think one of the big reasons we see gens flying faster that no one seems to be mentioning is CoH entering the game(combined with medkits and increased gen efficiency from the HUD as well). With CoH they can counter the killers pressure so much faster and more importantly alone since they don’t need to get a teammate off a gen to heal them. Injures being spread around used to slow gens a lot more as it used to get survivors off the gens for much longer than it does now. CoH and medkits being tuned down to be more balanced would actually lesson tunneling and slow gens down a lot more.

    Well I think a lot of that comes from too much stacking of effects from both sides. I wouldn't mind seeing something where only the single best effect is allowed on pretty much everything.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339711#Comment_3339711

    Effective for one side will always be less fun for the other.

    Ok. Let me give you two scenarios.

    Scenario A: You spawn in head to a gen and are found by the killer within 30-40 seconds. Short chase, you are hooked. After about 45 seconds your team saves you but the killer immediately tunnels you and slaps you right back on the hook. Same thing happens again and you are out of the game.

    Scenario B: You spawn in head to a gen and are found by the killer within 30-40 seconds. Chase, hooked, blah blah blah, but this time the killer goes for someone else when you are unhooked. You get away, heal, get a rescue, maybe get a gen. Killer eventually finds you again, chases, hooks. Again you are saved and the killer leaves you be for now. You get a gen, do some healing, etc. Killer finds you a third time, chases and hooks you and you are now out of the game.

    Which scenario do you think most people will find more fun?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339658#Comment_3339658

    6.1.0 cut on-hit speed boost by 10%, increased gen times by 10 seconds, and decreased action cooldowns for killer on both pallet breaking and successful hits by 10%.

    Seriously, I have not seen a single killer player actually take ALL these compounding buffs into account, they always forget half of them.

    But this also plays into a fundamental disagreement I have over how to handle camping and tunnelling: Incentivising 12-hooking won't do the trick, for multiple reasons. For one, as seen above, players don't have a proper grasp on the game's balance or their own position in it. Feels like roughly 30% of the playerbase is in the 'top 5% MMR' if we're going by how many of those posts crop up.

    The moment they are losing, it is the game's fault, it's unfair and unreasonable, and they resort to camping/tunnelling. You can try and shift the comparative quality of 12-hooking, but you have to take into account that the bar for what the players consider 'fair' can easily drop through the floor, putting 12-hooking squarely back in the 'I'd rather tunnel' category.

    The other thing is that camping/tunnelling are also used as intentionally malicious acts. There are killers out there that are not playing specifically to win, but to make the game miserable. Any buffs to non-camping/tunnelling tactics won't fix this, as long as these tactics still feel powerful and effective.

    So I strongly disagree with using the carrot. These tactics need the stick. And I think it's achievable. DS was super healthy for the game back when it was a 5 second stun, with the one problem being its activation under non-tunnelling conditions, but those were pruned off all the way through to 6.1. And Reassurance certainly has the potential to work, just not with its usage restricted specifically against campers to be only once per trial.

    For anti-tunnelling, I'd want there to be a Desperation mechanism. Activates upon unhook, lasts 80 seconds, or until a conspic action, and the survivor has no collision with the killer while under the effect of Desperation. Additionally, if the survivor is picked up by the killer while under the effect of Desperation, they get to make a skillcheck to stun them for 3 seconds, which ends Desperation.

    DS can be changed to 'desperate strike now stuns for 5 seconds'.

    OTR can then be changed to complete info black-out while under the effect of Desperation.

    And for anti-camp, make the hook timer slow down while the killer is near the hook, based on the number of survivors working on gens. One surv on gen = 5% slowdown, 2 survs = 20% slowdown, 3 survs = 45% slowdown. That way it only hinders the killer if they're actually camping and letting other survivors do gens.

    My fundamental disagreement with this approach is says using these tactics is illegitimate or unfair, which I disagree with. I think they are unfun, but not unfair. I'm not looking to raise the overall power level of killers, just make it so the most effective way to play is the most fun for all involved. As I had said, that will probably mean nerfing killers baseline (reverting at least some of the 6.1 buffs as a start) and/or buffing survivors, but ending up at about the overall power dynamic we have now.

    If a player wants to make another player miserable, they will find a way to do it. With this, when the power balance all is on the table, if they want to try and tunnel at 5 gens, that's fine, but they'll get destroyed. Most people do it because it's the easiest way to win, not because they are trolling. Make the easiest way to win something else and they will do that. Most Effective Tactics Available.

    Both sides can sit here and point at each other screaming "skill issue" all day long (and they do). Hasn't gotten us very far as both sides are right and wrong at the same time.

  • @Mr_K said:

    In this context.

    Killers don't want hook buffs. They want survivors to die.

    Yes, we want survivors to die. You have method A and method B. Method A is more fun for most on both sides, but is less effective, method B is less fun but more effective. Let's make it so the more fun method is also the more effective method.

  • The thing is, a player's experience is going to vary wildly depending on a ton of factors. Perceived skill, MMR, platform, crossplay, region, time of play all can drastically change the type of games a person will have. This seems to go over most people's heads. If you have two people saying the exact opposite thing regarding power balance, both can be right(ish...I've yet to see the game as "unplayable" in a situation outside of a bug or cheater).

  • I've had several instances in the last few weeks where a survivor will go for the save, I see the blind screen, hear the audio notification of a blind, but when it clears I've still got the survivor on my shoulder. It's not 100% though, only once in awhile does it seem to fail.

  • Have it trigger on hook rather than on a down. Counterplay introduced for all styles of survivor play, still very punishing if you ignore it. Problem solved imo.

  • Plague is usually my best against them. Keep em broken so rapid healing isn't a thing, and the sound of them coughing clues me in if they are hiding in wait for some sort of save. Run the prophylactic amulet so if they cleanse a lot, I'm getting corrupted vomit left and right. Wait for that moment they are all grouped up trying to do saves, pop corrupted and lay out the whole squad.

  • I run at least two aura perks as killer so when I took the plunge into survivor gameplay it was the first perk I unlocked and it's pretty much basekit for me, especially since I hide better than I loop.

  • As killer, the games where I get 9-10 hooks, kill one survivor during the gen phase, and one as they are trying to get out of the gates, had good hunts, and everyone had decent manners about it are my favorite. If that was my average match, I'd be thrilled.

    As solo survivor it feels like I get out about 40-50% of the time (but that's counting hatches). It feels alright to me, but those streaks where you die 5-6 games in a row are rough.

  • + points for creativity.

    - points for "ick" factor.

  • So assuming the TR visual will be something like a heart icon that appears and grows more pronounced/brighter/beats faster the more intense the TR is, what would be the difference for showing the killer an icon of a set of footprints representing the sound of steps, or an icon of a face for injured survivor sounds.

    In reality, I think certain killers are simply not meant to be able to hear this stuff while in their powers. Look at Plague or Dredge. The background noise while in their powers is so loud that it drowns out all but the closest and loudest sounds from survivors. Audio is almost used as a balancing tool in some cases.

  • Happens all the time and has done so since I started playing last spring. This was address in the recent road map update and they are developing a way to prevent it.

    The ones that get my "what the hell" juices flowing the most are when I get the same map twice in a row through normal RNG and then on my third match someone brings an offering for that same map.

  • I've only used Furtive Chase in a build for getting "Hook/Kill the Obssession" challenges knocked out. It's good for getting a new obsession after killing off the previous one. Aside from that...yeah.

  • A single sabo isn't doing much, and quite frankly is usually useless unless they are coordinating going down in near dead zones for hooks. However, if you get a full on team effort with talented survivors (with at least one always on gens) it can be a nightmare to deal with. But yeah, if you are soloQ and just saboing the closest hook, you are likely doing more harm than good as that time would have been better spent making gen progress.

  • @Audiophile said:

    Newsflash: there’s is only one solution. Basekit unbreakable.

    Actually two - an option to hold a button down to speed up the bleed out timer...and it's not nearly as abusable as basekit unbreakable.

  • As a killer main, I wish they'd have left it alone. I'd much rather you get wiggle reduced by 1 second for hitting all your greats than making me stumble about like a drunk, not to mention they made it easier to hit great checks.

  • Situation 1) You are on death hook, and your team is uninjured or only has a single hook state. I'm trying to not tunnel you out of the game and to give your team a chance, but I need to buy time to get hooks on the rest of the squad and we just bumbled into each other yet again. Do I slug you or hook you?

    Situation 2) I downed you with a normal chase and I know one of your teammates is waiting on the other side of that wall with a flashlight to get the the blind save. Am I just supposed to let them get it or do I do the smart thing and leave you on the ground until I have the area safe to actually pick you up?

    I know this is mainly about slugging for the 4k, and we need a solution, but there are other situations where basekit unbreakable swing things in the other direction.

  • I only hold my swing for dead hard in two circumstances: 1) If I know they have it, I'll wait until I'm close enough that I don't need to use a full out lunge to hit them. 2) If they suddenly turn into me or come around a corner at me, I'll wait till they pass me as they are usually baiting a swing that they can dead hard as a last ditch effort. I should say I try to wait because sometimes my reflexes get the better of me.

    Any other situation and I just swing. I try not to lunge if I can, and do as little as possible to telegraph, but otherwise the ball is in their court to get the timing right. I'd rather just take the chance to end the chase right now, and if I eat the DH, then at least I know it's no longer an issue.

  • Yeah it's been busted for a bit now. Found this out myself yesterday and went digging.

  • Seven games this morning. I had two normal games and every single other game had at least one DC/hook suicide/AFK. No camping. No tunneling. No slugging. Oni, Clown, and Billy for killers. One match I didn't even down someone. I injured one person that was in a duo, injured someone else that wasn't, and then the duo DC'd. My last match they just wanted to farm. I DC'd and closed the game, which was only the second time in almost a thousand hours that I've intentionally done so, and the last time was for the same reason.

    Why play if I can't even get half of my games to be just normal games? Win or lose. I've had my butt handed to me on a silver platter, been BM'd ferociously by killers and survivors alike, and I can shrug it off. But not even being able to try to play a normal game because someone wants to throw a fit in the first 60 seconds of every match makes it so there is no point to loading up the game.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318588#Comment_3318588

    From lvl 43 - 50(complete) I got 4 C33’s and 1 iri tag. Prestige 83.

    Yeah see that's the thing, that 40-50 range is about the only place you'll reliably see them. You might pick up 1-2 more for each in all the levels from 1-40, but you aren't about to do a full 50 lvl prestige on 3-6 games.

  • @Wewantjason said:

    question for fellow killer mains . How do yo play weaker killers and not run meta slowdown atm without just giving up on the game ? I’m literally only able to play either A tier killers or toxically lately and it’s making the game both boring and frustrated

    Was on an about 18 game win streak. . Had a couple wins as pinhead and one as blight. A ton as spirit.

    The moment I switch to a low tier killer (wraith) I literally can’t do anything. Three gens done with zero downs. I had a meta build of using eruption/call of brine/ overcharge/ deadlock. But one single survivor was looping well enough (and not amazing just well) I couldn’t do anything between his pallet camps and the Infinite body blocks from his team.

    is there any point in playing killers besides blight nurse artist and spirit once you’ve gotten good? Is there any point in running other builds? I had one other single loss this week and it was me trying to not run the meta ######### and immediately survivors just curb stomped the match.

    It’s at a point no killer I play besides spirit/blight has a chance unless I just camp/tunnel with the weaker killer with four slowdown perks and draw out the game with macro play

    four matches in a row earlier this week as legion they popped 2-3 gens before second or third hook even though the chases were going incredibly easy.

    i wanted to stop running this stupid slow down build but frankly there’s no point in trying to play without it and no point in playing any killer below A tier anymore. de ranking is boring and don’t want to risk a ban.

    how do you guys deal with this? Just accept you’re probably going to lose if you play pig or trapper and hope they make mistakes?

    game is just turning into camping simulator and spirit simulator

    I just wanted to play one stupid wraith game and went from a 18 game winning streak to immediately losing three gens with zeros hooks and just rage quit and dced. Either the matchmaking doesn’t exist or more than half the games killers are garbage at higher mmr.

    I mean, an 18 game win streak really shouldn't be a thing. We should lose about 50% (40 if you agree with BHVR) of our games. I've got most of my killers at a point where I'll hit that percentage pretty reliably with two info perks and 1-2 slowdown perks.

    With low tier killers, or killers you aren't good with yet, you may have to take a losing streak to get your MMR down to where you are playing against survivors that are worse than what you are used to with top tier killers.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318500#Comment_3318500

    Majority of it was gained after the update. I have been cranking through blight’s prestige’s. I’ve been playing a long time, and have a ton of hours on blight, but I got most of my stuff for him post update. Around 500 of each iri, 500 or so rings, 1200+ crows and 1200+ adrenaline vile. I also run crow and vile almost every single game. I’m still not at P100 yet, I just prioritized those specific addons when they came up.

    You must be incredibly lucky or I have the worst luck out there then. I run Plague and dearly love to play with the iri seal. It is the number one priority with my bloodwebs. I get about 3 games with it per prestige level, and the rest have to be done with other builds.

  • @Huge_Bush said:

    Yes, every time I play Doctor or Trapper and I see all the brown crappy add-ons I have. I really wish they would let us sell or combine them and get a better rarity add-on/item. I also want the quick purchase feature that is suggested. Let me pick the first node and the blood web would branch out from there after three rapid clicks.

    Being able to combine two browns for a random yellow, two yellows for a random green, so on and so forth, would be absolutely amazing.

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