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Morpheus_7_

Morpheus_7_

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Morpheus_7_
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  • the RE map is gorgeous !!!! music in the rooms, details that recall the original game! the problem is that it is not very functional for dbd! when I find myself playing in that map, I play less salty, and I try to have fun!

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392519#Comment_2392519

    Tf? If anything I am saying the pallet change is a good thing because it puts more incentive to actually use loops.

    I tagged you for knowledge!

  • @RandDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392519#Comment_2392519

    My comment isn't even a complain, what the hell are you talking about?

    you wrote that the new system benefits one side. you wrote this and it's fake! :) don't get mad, you're just talking!

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392135#Comment_2392135

    I know that, except it didn't make it less, they don't even start to lunge and I drop the pallet and still get hit. So the priority that they set doesn't work.

    the new system works perfectly for me. have you tried not to throw them at random but with the right timing?

  • @RandDBD said:

    Hit Validation is going to change how we play, drastically.

    I switched sides, I'm playing more killer than survivor and now I have to rewire my brain on how to loop around a pallet. I really don't think it's fair because now survivors, specially those on red ranks, know they can keep extending the loop if the killer respects the pallet, but if the killer doesn't most of the time the killer will get the stun. Mind you, reworked maps now have more pallets back-to-back, like the Coldwin Farm or The Game, keep that in mind. I have had survivors really close to me on a loop, only for me to get stunned and then they run to the next pallet. Once the killer shack had 2 other pallets close to it, which only made it more frustrating.

    I had someone dead hard back into a pallet, I was just in front of them, hit attack, the attack connected, yet the pallet took away the hit.

    That's not fair, if you want to fix pallets do it in a way that doesn't completely benefit one of the sides.

    Playing survivor around a pallet feels too powerful now unless the killer has anti-loop or projectiles.

    Maybe I'm just not used to how pallets work anymore and that's why I don't understand how to play around them now, maybe I'm right and it's not completely fair for killers. Either way, I recommend those that like me play both sides to see how you feel around a pallet from each perspective.

    @Friendly_Blendette said:

    Predrop and W is just as strong but now pallets are more reliable to get stuns do you think the meta will shift to trying to get more stuns or will stick with Predrop and W.

    @Guest1567432 said:

    I think i it will be the same, pallet camping however will skyrocket.

    @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392158#Comment_2392158

    Back in the days when killers were complaining about looping we were joking that someday killers will complain about survivors just running in straight lines. It was a joke back then and no one took it seriously and here we go, now it's reality. Killers these days, sigh

    I have an idea! why don't we ask bhvr to remove all pallets from the game? then we could ask that the pressure of w be stopped for 5 seconds every 10! it makes me laugh to think that some time ago someone complained about the loop! result? nerf pallets! now you complain about w? It's ridiculous to complain that you can't hit me through a pallet or window 100% of the time anymore because of the ping! now there is an honest system that gives killers and survivors a 50% chance! I think sometimes it is better to acknowledge your opponent's superiority than to cry all the time! signed a survivor who doesn't complain about camping or tunneling .... Friend Killer improve your game and stop complaining too!

  • is not really what? for a killer who loses poorly, giving 2 more hits means getting more bp! so blame toxic players, instead of doubting that someone is trying to be nice!

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390568#Comment_2390568

    Despite all those things being fair, survivors will still swear up and down that a killer doing them is toxic and not playing the game right. Its a common thing to see multiple complaints daily on the forums about these things.

    give the benefit of the doubt! I, for example, tell you yet I only play as a survivor!

  • @TroyXX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390639#Comment_2390639

    What is this even supposed to mean? When did I say I was angry with something?

    I can't figure out if you are a favor or against Dc!

    Excuse my english!

  • @TroyXX said:

    Then complain to BHVR for giving people the ability to leave the match. It's hilarious that BHVR punishes people for a function they've implemented into the game. You clowns can't expect everyone to play the way you want, so stop crying.

    but who are you angry with? It is not understandable!

  • on pro Evolution soccer, there is an option to prevent matchmaking from letting you play with a player you have blocked. it could be a solution! DC would be isolated!

  • @Pepsidot said:

    This would be a huge buff for facecamping. You'd need coordinated survivors bodyblocking the killer from grabbing the survivor that is unhooking. If only one person went for the save, they'd be completely powerless.

    not necessarily! if the server recognizes the hit, you have time to save and escape. otherwise you'll be there to do take-and-put forever!

  • @justbecause said:

    So we have tons of killers yet all we see is Wraith and Spirit each game I mean bhvr should better do something about this because it's getting pretty boring either buff certain killers or make challenges on those killers because nobody wants to be forced to play one killer whole time and nobody wants to go against same killer for eternity

    the only ones I rarely meet are freddy and Deathslinger ... the others I meet often! you are out of luck.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390513#Comment_2390513

    Lol I do the same, I'll go look for hatch and other objectives if there are any.

    It is annoying though, truthfully a terrible habit of Survivors.

    When I play Survivor if I know we all Escaping I just run out - I have no reason to waste any of my own time I just wanna get into the next match as quickly as possible.

    Sure, me too! I just wrote, in a previous post, that if I get to the exit gate and I have the killer behind me, I get hit. it is a gesture of friendship.

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/269126/unhook-animation-should-be-locked

    Well they updated that with today's roll out I think...when killer attempts to grab survivor but request is refused (because survivor stopped performing action) it automatically registers as a hit instead

    if it is true, it is a very good thing! I affirm it as a survivor!

  • @Power_Guy said:

    Survivors: NoED is toxic! I don't wanna do bones! Slugging is unfun! Devs; change the game to cater to us!

    Also Survivors: Clicking, t-bagging, and waiting at the exits are part of the game. Suck it up.

    The double-standard for actions is staggering.

    do you have pent-up anger? camping is legal, tunneling is legal, slugging is legal, gen-rush is legal! have you read something different? play and enjoy!

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390470#Comment_2390470

    honestly? i wouldn't call new characters one of the positives. The insistence on the same routine 'new characters with three perks each' is very much what's causing so much trouble and what makes it extremely hard to balance things well.

    Dunno 'bout you people, but i'd rather have big cosmetic packs and maybe 'just perks' packs without new characters for a while till everything's more or less ironed out.

    I agree

  • @1miko said:

    Like how. The game has a handful of bugs every new patch, this patch is audio,scratchmarks and still a terrible console performance(on average PC systems you might even get stutters or fps drops at times right now), nemesis patch completely destroyed performance with a map release that wasn't playable for weeks and the trickster patch or the previous one to it neglected for over a month pallet stuns whilst releasing Smash Hit.

    I just don't understand how I can see so many threads speculating and hyping about who's gonna be the new killer when honestly I'm so scared about what new bugs next patch will bring and what immensity of bugs will either not be fixed, disregarded or pretend they did a fix when we just got a band-aid put over the problem, cutting in half the frequency of when it would happen, but still having it as a common thing to see and something to be playing around, which makes it worse because it isn't even a consistent thing to take into account when making mid-chase decisions. 😔

    I agree that no new characters are needed! disagree on performance! on ps4 the latest patch has improved the game a lot!

  • @TheClownIsKing said:

    If the killer has given up and immediately opened a gate, PLEASE 👏🏻JUST 👏🏻 LEAVE 👏🏻

    Just leave!

    No, they’re not coming back over to the gate to give you more boldness points.

    No, they’re not interested in more points by LeTtiNg tHeM hIt YoU iN tHe GaTe oNLy fOr yOu tO ThinK yOu’Re CLeVeR bY GoINg PaSt THe ThresHoLd aT ThE LaSt seCoND tO DeNy THeM tHe HiT!!!

    No, there’s no point finding them to try and get their attention because it’s almost certain they’ve gone AFK after opening the gate.

    You’re not doing the killer any favours.

    You’re not doing yourself any favours.

    If you wanna play waiting simulator, go back to the lobby and put some tape over your “find match” button.

    JUST 👏🏻

    LEAVE 👏🏻

    when I win easily, I stop on the threshold to get hit ... it's a gesture of friendship!

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2389129#Comment_2389129

    https://forum.deadbydaylight.com/en/discussion/comment/2389136#Comment_2389136

    It's funny how it's perfectly acceptable to be stunned from several metres away.

    There's no reward, nothing to make the game easier. We're not talking 200 ping here, we're talking 50-60. We're talking the kind of hits that would look perfectly legitimate on both sides if it was a livestreamed tournament that suddenly can't land because the server registered the stun before the hit by a microsecond.

    I say: finally! now there is a precise rule ... let's learn to use it!

  • @vacaman said:

    In a single match i've got a hit through a pallet 3 times and saw the survivor down but the game decides that nah, let's give him another chance. I don't know what hit validation have they changed in this patch but AT LEAST don't show on my screen that i have downed the survivor for instants later have him be up again not only making me frustrated but losing chase distance because i thought he was down. Now you don't only get robbed of grabs, you apparently get robbed of hits too.

    actually before they gave you the sockets, now no .... there is still to be done to improve!

  • @nutmilk420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390450#Comment_2390450

    What if I told you I just poped a gen injuerd a survivor then came back to the hook cause ur almost done the escape phase and survivor's make the most predictable last second saves ;) but you'll still think i sat there watching the hook the entire time.

    no I do not think so! but you understand that your solution would favor camping! the problem you pose may be right! however I do not give you how to solve it fairly!

  • @nutmilk420 said:

    I know it's a common tactic to fake an unhook take a hit then save, but suvivors know they can cancel the killers grab animation if they stop the interaction quick enough then get an easy save and its getting a little ridiculous.

    I think the unhook hook animation should be locked thus making survivors be more tactical and commit to there hook rescues. In return Protection hits could be changed to count when your in radius of a hooked survivor.

    stop camping, and I won't have to pretend to unhook! ;)

  • @Ryan489x said:

    The following things that are not fixed even though they said they are.

    • being hit through windows and pallets
    • seeing the wrong rank on the post match screen

    new glitch that I discovered.

    • If the entity is even partially summoned at a hook. the sound effects made by the entity don't go away even after the person has been rescued and the hook is empty

    the windows and pallets have been risotto, at least on ps4

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388330#Comment_2388330

    While that contrasts a bit with Rule 3, I will definitely consider this.

    In your example, your teammates were just doing what they could to survive the match with you as the sacrifice they made. However, the point of the survivors is to survive with as many teammates as possible, so unless the killer was face-camping you, I don't see why they wouldn't at least try to save you, and if they left you to die without even trying while the killer was actively leaving you alone, then that's just a dick move!

    I firmly believe that survivors are actually capable of more toxicity than killers. When a killer is toxic, it's only to the survivors, but when a survivor is toxic it can be to either the killer or their fellow survivors, and that just rubs me and I'm sure you, and everyone else, the wrong way. So, I should probably add an Anti-toxic behavior rule for both sides as behaving that way also tends to ruin everyone's experiences with the game... but for new players it DEVESTATES their experience and makes them lose motivation to keep on playing.

    You've given me a lot to think about... I will strive to add a rule reflecting this. Thank you very much for your comment!

    thanks to you .. and for what it's worth, i totally agree with you!


    P.S. the killer was not camping, they could have safely saved me!

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388199#Comment_2388199

    https://forum.deadbydaylight.com/en/discussion/comment/2388183#Comment_2388183

    https://forum.deadbydaylight.com/en/discussion/comment/2388175#Comment_2388175

    What I'm Saying in Rule 8 is that overall, while it can have its tactical advantages that no one can blame you for, and while struggling on purpose in order to try and free yourself from the hook is a thing, I, and I'm sure many of you have experienced the moments wherein a survivor is hooked in the first minute or so of the game, considers it a complete loss over petty reasoning, and suicide/rage quits leaving the rest of the team with a very difficult game that will, more often than not, result in their defeat.

    It's a ######### thing to do to the others in your team, and very selfish. In the circumstances wherein the game is lost whether you get rescued or not, no one can begrudge you tapping out early, but when it's your first hook, and there are still 4-5 gens left... your rescue may be the thing that wins your team the game! Of course if you suicide because you're petty and don't like that you were one of the first players hooked... that just ruins the experience for everyone else doesn't it?

    I'm not saying that you should never do it, I'm just saying that if your suicide on the hook isn't advantageous for the rest of the team, you're only screwing them over by doing it, and that's as much a show of poor sportsmanship as if you had DC'd.

    Can we at least agree on that? Should I have worded Rule 8 differently?

    I agree with you! let's go back to the topic of the toxic player! every tactic is wrong when you are toxic! I ask you if it is possible to add a rule: by chance I just finished a game as a survivor. my three mates were a swf. I kept the killer for 3 generators, then he hung me up. I was left to rot on the hook to death because no one came to save me. in my opinion, an unwritten rule is to help your teammates, because dbd, on the survivors' side, is a game of sharing and mutual help.

  • Iron Will Is perfect

  • @aryola03 said:

    It's the strongest perk in the game right now and has no counterplay.Use it and ez escape.does not need skill.

    Why isn't there a rework on an issue that 99% of players complain about?This perk should either be removed or needs a huge change

    - survivor main

    <sorry for my bad english>

    what's wrong with iron?

    post bait?

  • @CornHub said:

    I have nearly every killer p3'd & since survivors are just skins I only have 3 survivors that are p3 with all the perks(p3ing all the survivors would just be a massive waste imo so I'm not going to do that). With that in mind what do players do once they've p3'd everyone they want to? What's the main incentive to keep playing after you've gotten what you wanted?

    you can reset the progress achieved and start over!

  • @CornHub said:

    I have nearly every killer p3'd & since survivors are just skins I only have 3 survivors that are p3 with all the perks(p3ing all the survivors would just be a massive waste imo so I'm not going to do that). With that in mind what do players do once they've p3'd everyone they want to? What's the main incentive to keep playing after you've gotten what you wanted?

    play because you like the game?

  • @TWiXT said:

    Due to the new Resident Evil Chapter release, we have received an influx of new players, and so I must start this post by saying:

    Welcome to Dead by Daylight, and I hope you are all having fun so far (despite how rough this chapters release has been)!

    That being said, you're likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side (Killer or Survivor) the posting member primarily plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying your experience in DbD:

    1 - Play how you want to play and enjoy the game.

    2 - If you show no respect... don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. This is the Hearts-blood Core reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!

    In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:

    1. Reflect upon your own side and what tactics/builds you're/your team are using to achieve your goal.
    2. Compare it to what your opponent(s) used to achieve theirs.
    3. If possible, strive to experience the other side FIRST before you post any complaints on the forums about your experience against your opposition.

    Always remember, if your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you must first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "repetitive banal whining" by the majority of the community.

    4 - When the gates are powered... Anything goes!

    Don't kid yourself by thinking otherwise... Neither side is gonna roll over and just "let you win" when this happens, and not only do both sides know this: Realistically at that point the only job the killer role has is to secure kills since there isn't any gens left to protect, and the only job the survivors have is to escape with as many alive as possible.

    So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, they're just sore sports whining about their loss.

    Enjoy your victory, or embrace your defeat. Either way, it's the most intense part of the trial, and you should take whatever advantages you can without mercy to your opposition as they (mostly) won't show any towards you.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to eventually win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.

    6 - For PC players: Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    For Console Players: I understand that many will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that, then they are violating the policies the consoles communication service stands for, so feel free to let your consoles administrators know that your rights to enjoy a game in peace are being infringed upon by other players, or otherwise, if possible, ignore the messages they send you and continue playing at your leisure.

    7 - This is a 4v1 Lobby and Match style, or Asymmetrical Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    A Game breaking bug rendering you incapable of playing a normal match.

    A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. (Record if possible, and Report them after leaving the match.

    Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break if you need to, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.

    Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reasons to do it other than petty ones.

    9 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but overall... 

    have fun!

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know that this list won't change everyone's minds, much less their playstyles, but I felt that if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they choose to use them or not.

    To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.

    I'm not new, but thank you for the exhaustive post! the only thing I disagree on is the alleged suicide! it's a game dynamics, I can try to free myself, I'm allowed! if the 4% chance doesn't agree with me, I die on the hook! If camping, tunneling, slugging, or gen-rush are game mechanics, even trying to free myself from the hook alone is! for everything else I agree! having fun is the only thing that matters!

  • @PalletsAndHooks said:

    Definitely not reportable. I'd guess you did something silly that merited it tho. Did you teabag or bring a key?

    Should carrying a key allow the killer to treat you like that? it takes a good psychiatrist!

  • comments?

  • @Professor_Fizz said:

    I am so incredibly tired of kicking a gen over and over only for survivors to just ignore that fact and keep repairing straight through it. If you're going to make it so that it takes a full 2 seconds to start the incredibly slow regression, then there needs to be an actual point in doing so.

    I recommend that when there the killer kicks a generator, it is destroyed! by kicking 3 generators, survivors will no longer be able to reach the 5 needed to open the gates! so the killer will no longer have to worry about checking!

  • I love Meg Thomas!



    I don't play as a killer, so I can tell you who I hate: spirit!

  • @IlliterateGenocide said:

    ok, ur getting youself in more trouble for admitting to working with the killer on fourms i assume, id be careful with this even if u have good intentions

    no, the other 2 were dead, we had made 4 generators, but that bill did not cooperate, it seemed to take everyone for a ride. under my hook he bowed and walked away! however I apologize to the community!

  • at the end of the game, bill totaled 1200 bp ... I say this not to justify myself, but to make people understand!

  • @stikyard said:

    I don't know what rank you are but, playing SWF at Purple / Red is about your only choice for a decent game.

    My friends are all fairly bad at the game and don't play very much so, it's not really that much of an advantage anyway.

    It does allow us to not rely on information perks and frees up a perk slot.

    Good Killers still wreck us though.

    let's become friends and play together!

  • @SweetTerror said:

    I get why a match like that would trigger you, but as others have already stated, SWF is not toxic it's just an unfair advantage for survivors. Not to mention DBD isn't exactly known for its stellar matchmaking.

    Dead by Daylight was not programed from the ground up to have voice chat, and if nobody was able to talk to one another then I feel this game would be far more fair. That being said though, it defeats the purpose of being on a team if you can't talk to one another. But since voice chat can literally serve as multiple perks in one, I feel like certain killer perks should get a bit of a buff if a SWF is detected, if not the Killers themselves. Nothing too drastic mind you, just maybe shorter recovery speeds for power, etc.

    only if a swf is revealed ... otherwise absolutely not!

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2384764#Comment_2384764

    Two points:

    • Why did you bring up rank 1? This conversation is about hitting red ranks as Killers, so for a fair comparison we probably should discuss red rank survivors, not rank 1.
    • I still think it is very easy to hit red ranks as survivor, due to the fact it's very difficult to actually depip even if you lose a game as a survivor (up to red ranks). Doesn't even matter if you are not in a SWF, as long as you pop a gen or 2, get a heal and an unhook, win one chase, you will always safety pip and usually pip up. With Killer however, if you go against a good SWF, it's pretty easy to lose pips, so consistenly ranking up is basically determined by how lucky you are with the teams you face. Doesn't matter how well you play, if you go against a good SWF you are in danger of a depip (unless you are actually good at a Killer).

    you understand that you are above all killer, what you say is biased and not correct. getting to the purple ranks is easy with both! but the reds are much more difficult to survive, especially if you play for and with the team.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2384833#Comment_2384833

    True, it's easier to pip in purple than pip in red. But not so sure if it's easier to pip in purple than +0 pip in red! Think it requires less medal points but I didn't check those requirements in a while.

    I agree with you that, in general, Solo Q is harder than Killer, if you want to win consistently! There is just too much determined by how good (or bad) your teammates are.

    However, I definitely still think that reaching red ranks is just much easier as a Survivor than a Killer, due to the fact that you can pip up even when losing. And that is acceptable, as it is very easy to lose when playing Survivor, due to your team. Just felt I had to challenge some of the comments above making out reaching red is easier for Killers (assuming you have equal skill in Killer and Survivor)

    if you play honestly helping your teammates and not being selfish, what you say is not true.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/2384757#Comment_2384757

    Disagree with your post as well.

    Hitting rank one in survivor is now much more difficult unless you want to sit in an SWF group for consistent teammates. Playing killer is incredibly easy to hit red ranks. Camping and tunneling can quickly boost your level as survivors will drop everything they're doing to save one another.

    good to read sincere people, thank you!

  • @Lordofweed said:

    ...to the sweater Hell.

    Let's be honest: Who doesn't want to see a balanced Gameplay experience? Great. You want to have fun and equal Oponents to play with. So SBMM (Skill Based Matchmaking) sounds like a good idea, right?

    Well, it is not that easy. You can see many Problems occuring in other Games (like Cod) but even more so here in DBD. DBD is an asymmetrical PvP Title which means there will be more Hurdles to overcome compared to a symmetrical Game. Let me explain, what i mean with all that:

    First off you will get a hidden MMR. That means if you win, you will gain more MMR Points, if you lose, you will lose points. If your Oponent has a higher MMR as your MMR value, this means you will get more MMR points compared to an equal Oponent. Let's say you have a 1200 MMR and your Oponent has a MMR of 1200 and you win the Match, you gain like 15 MMR Points. If your Oponent would have 1225 MMR and you win the Match, you would gain around 20-25 MMR, which means you gain and lose MMR Points depending on the other person's MMR Rating.

    The First Problem with that System ist, The Survivors may have different ratings, so there will be generated an average Rating for the Survivor Team, which can end up in Matchmaking like the Following:

    Survivor A : 976

    Survivor B: 1100

    Survior C: 734

    Survivor D: 1490

    Killer: 1075

    As you can see, the average MMR Rating of the Survivors equals the MMR of the Killer. This is the understanding or the MMR System for a Balanced Match. In reality this is more unbalanced than what we have now (a Rank System). Not only that, but the Killer's MMR can be lower or even higher in that example, because if the Matchmaking System cant find a good group for your MMR Value, you will get matched with even lower or higher Rated Survivor Groups. This is ofc the same Problem on the Survivor Side and this means, Things get messed pretty quickly.

    So your Oponents will jump in their MMR and this means there will be Differences in the Skills of all the Players, which means your learned and trained Movement or Aiming for Skillshots etc. wont work as well as they used to be because there wont likely be consistent Oponents every Match. This is also caused by the MMR gain and loss by comparing your hidden MMR to the Oponents MMR as i have mentioned before.

    The second Problem is, that the System will only Track your latest Performance in DBD, which means some high experienced 5k hours Players could just play while they're drunk or something (you know what i mean) or just play bad like a few days because they dont care then if they decide to play at their fullest potential again, they get Matched with inferior (skilled) Players and absolutely Dominate the upcoming Matches, because of their massive experience lead.

    Another Problem as the Title suggests is, that it is a one way Ticket to the sweater Hell. It does not matter if you get better at the Game. It will get more sweaty, stressful and punishing for you, if you get better in DBD.

    I think of all the High Rank Content Creators out there. Ths is a Problem as the Game is NOT a Competetive Game and it is heavily SWF sided in high Ranks. It is also heavily Killer sided in low Ranks. This is another Reason why SBMM wont work as well as in Cod. The better you get as Killer, the more you will get punished, while the better you get as survivor, the easier it will become. You can see where this will lead.

    Content Creators will most likely get sweater Matches only and this means less or no good Content (Replays) for their Videos or Livestreams.

    This and the Problems i have mentioned before can cause more frustration over the mass of players and can lead into an inactive Community, Reverse Boosting, more AFK behaviour and Disconnecting Players and maybe also more cheaters. SBMM will do everything but NOT bring us a balanced Matchmaking nor will it be good for DBD in the long run.

    Final Conclusion:

    I suggest that BHVR should balance the Game out before introduce a Skill Based Matchmaking. We all have seen what SBMM can cause amongst other Gaming Communitys, but those Games are again, much easier to handle and balance for the Devs as DBD due to its asymmetrical Nature.

    Dowsey said in one of his Videos, that BHVR should make Survivors more equal in strength compared to SWF. If random Survivor Teams get as strong as SWF, then BHVR can truly balance the whole Game, leading into Killers wont be OP in low ranks and wont be weak in high ranks anymore.

    This will create a good feeling DBD Experience and not introduce a System, which wont fit the Games current Balancing.

    killer op in the high ranks and troubled in the red ranks? but are you sure you play dbd?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2381579#Comment_2381579

    I've already replied to what you just said in the post you are quoting. Once again: survivors just don't have the luxury of seeing who the killer is before the trial starts, so they can't dodge the lobby like killers constantly do. Let the survivors see the killer before the trial, and the frequency of DCing among survivors will drop next to nothing. And if they fix the hit validations and remove the ridiculous hits by vpn killers, and then rework horrible maps like Hawkins and Midwich, I don't think anyone will ever DC again in this game. This is how you solve the DC problem properly, no extra punishments needed.

    one of the great things about this game is not knowing which killer is waiting for you in the game! I would like to know the player's name! I would avoid the toxic ones that I have already encountered!

  • we could organize a private match! you intrigued me!

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