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Mringasa

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  • Awesome. Thanks! I'll just wait for them to get there then.

  • @WesCravenFan said:

    I agree. The game should have a hard time limit of 20 or 30 minutes. There is no way a game of Dead By Daylight can take more than 19 minutes unless one side is actively refusing to do an objective.

    I've had a few matches that took longer than 20 minutes to finish, with everyone actually doing their objectives. Very, very few of course, but they do happen. Get put into a game where everyone is new, and it becomes difficult to complete objectives, especially if the Killer is bad at chases and downing.

    Having a hard time limit at higher MMR, definitely, but at lower MMRs with newer players it would be detrimental I think.

  • So you still have 2 totems with Haunted Grounds after cleansing? Hmmm. I might have to try that. I assumed that when you cleanse the first, the 2nd goes dull, and THEN Undying activates so you only get 1 Lit Totem back. Interesting.

  • You can practice all you want, but until they fix the MMR and Matchmaking, you're in for a rough time. I find this happening a lot on Killers I don't play too often, where I stomp on some new players, then immediately get setup with a 4-man sweat squad. Usually happens a couple matches in a row, then I get to face another group of newer/more mediocre players.

    Oddly enough, on the Killers I normally play, the matchmaking isn't "too" bad. I only say that because the others, it's atrocious. So anything better acts as a band-aid.

    Playing Survivor, I find MMR matches to be much better. I don't have to meme or screw around for a few matches to drop my Ranking. As a Killer though, it's absolutely ridiculous how many matches I end facing people way above me in MMR, who I should never have to play against. Doing this multiple times in a row, fairly often, just makes me want to play Survivor more beacuse at least then I have fun matches.

  • Shameful that they didn't have this 100% prepared for the rollout. They've known for how long that they were removing the masks? I can understand if it was a freebie, where people didn't pay rl money for something, but a paid Killer that is losing part of his uniqueness and one of the most iconic moments in the original movie... just screams of mismanagement and laziness.

    That being said, patience is always key when working with BHVR. Anything that affects their revenue stream will be fixed immediately. Things that affect anything else become a "When we get to it" type of deal.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776439#Comment_2776439

    Thats some pretty good advice. One caveat is of course that the killer might just close the hatch when he finds it, thereby triggering the EGC and making it impossible to finish the last gen, but I guess this is still one of the better shots at getting this achievment done.

    Yeah. That's why it's really such a pain now. I got mine back in 2018, doing what I described. I was pushing the last gen, and a Feng was running the Killer around. She got downed, and I had the gen around 90%. Just waited til the Killer hooked her and she died, then finished it up and went to a gate. Killer of course went right to the hatch for the close, and I got out. Mostly it's the timing, especially now with EGC, that will affect you getting it or not.

    Perk choice if you're specifically going for this helps as well. Things like Empathy, Bond, or Aftercare, that give you information on what your team is doing at the end will help tremendously. You can time the gen, so that you don't pop it too early. Voice comms will of course negate this, but anyone running Solo Queue or SWF without can benefit from some of the aura read Perks.

  • Boons are a fantastic mechanic. They just need tuned. If you are going to have something "game changing" like CoH, it should have pretty severe downsides as well. Similar to a Killer's Hex Totems.

    That being said, the nerf is a joke. It's akin to old Thanataphobia, where the progression bar changing to red was purely a placebo, and it didn't really do anything. I barely noticed a difference the times one of my team mates popped up a CoH totem and went to heal there. The only noticeable change was that red progression bar.

    Either limit the total number of people who can use it for non-Perk Self-Care, make it have a limit to the number of times you can Bless a Totem (she has to run out of witchy-poo'ness eventually right?), make it worse than Self-Care so it's an emergency option only, or something along those lines that will keep it powerful, it can be removed by the Killer, but still fair in terms of game play. The actual boost to Player healing Other Player feels good though.

  • @WeenieDog said:

    Hag is a bit of an exhibitionist.

    If the Hag had skin, she'd break the game with her delciousness. Teach that nasty Rin a thing or two about beauty.

  • Lol. Imagine being upset about a 4% chance mechanic.

    I love it when people get a self-unhook (that doesn't include Deliverance). If I'm playing Killer, I almost always actively try to keep them alive, just because it's so damn difficult. As long as they didn't burn a Luck Offering of course. They've earned at least a chance to get out alive.

    Have had a few matches that got turned around too when a Survivor got that 4%, and we ended up escaping. It usually does end in failure though, but hey, RNGesus giveth and he taketh away.

  • Survivors who are looking for this achievement should focus on that last generator. I've had a number of matches where the Killer was chasing that last Survivor, caught and hooked them, as I was finishing up the last gen. You can easily get to an exit gate and open it for the escape, as long as the Killer goes looking for the hatch. It is an extremely niche situation though. You have to play normally, then hope you can get the setup at the end.

    Too many people aim for that hatch escape though. I've had post-game conversations with Killers who were a bit shocked that I finished the last gen instead of playing for the hatch. It's just how the game has evolved over the years. On the odd occasion, they'll give me the exit gate/hatch, just because I didn't quit trying until the end, or something along those lines. As long as you don't BM, and actively participate, there's a lot of Killers who will give you a break at the end.

    There's also a lot who will just kill you, but really, that's what they're supposed to do so no harm there. Just have to work at it and when you're down to the last gen, don't play for that hatch. Keep on going and try for the exit gate. It's extra BP anyways, and that's what the game's about, right?

  • You'd think that streamed video would be evidence of a cheat/hack, but that probably won't be the case.

    I reported two hackers, went through the whole process of uploading video evidence and linking it in the report from post-game. A month later and neither video had any views at all. I don't bother to report hackers anymore, just move on to the next match.

    It won't be addressed until it cuts into their revenue stream, so hacked skins and similar will be dealt with harshly. Hacked Perks and effects, not so much.

  • They've pulled maps out of rotation to fix that bug a few times. The Game, back when Pinhead first came out, had at least 1 of them, might have been two.

    Have had it happen to me playing Killer though. It's annoying AF because you can do nothing about it and it becomes a safe area for Survivors. Just have to avoid that area of the map for the rest of the match if you can.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774530#Comment_2774530

    Hag is usually boring because you're just playing a camping simulator, especially if you end up in basement.

    The hag will spend the first 20-30 seconds of your hook time just literally placing traps everywhere. Then even with all their traps, they'll proxy camp and patrol. Then the 5% of hag players that actually leave the area have Make Your Choice so you either try to run out and get downed when they teleport or you crouch walk and they come back to tunnel and camp and you get downed anyway.

    The Jumpstart are fun sometimes but the gameplay is a snooze fest once some unlucky bastard gets caught

    Yeah. Camping Hags are boring AF, although you can get some spicy gameplay, and the occasional DC or salty post-game if you can rescue her victim and escape. Much, much prefer to go against actual good Hags who web up and turn the game into an action horror flick.

  • Hmm. I like Bond, but I find the distance requirement to be hindering, for me at least. Knowing what my team mates across the map are doing keeps me focused. Also forces me to stay engaged instead of hiding and playing with gens. Having to heal/unhook to keep it active gives me a reason to focus on team play, rather than playing it safer and looking out for myself.

    I used to use Bond and Open Handed back before Jeff was implemented though. Using up 2 Perk slots hurt, but it made the Perk much more useful, for me at least.

  • @Erd69 said:

    Why do people complain about going against a pinhead or a nemesis? But d

    Because "unfun" Killers are ones who require something other than Hold W, or M1 Simulator. They force players to do something they aren't comfortable doing, and which leaves them less time to loop or slam gens.

    I'm not a very good Killer, I sat in middle ranks on the old system for a reason, but I get a large amount of DCs when I play Pinhead or the Hag in comparison to when I play Huntress or Trapper. People don't want to adapt, claiming it's not fun for them, when in reality they just don't want to do something different. Then they'll come here and complain that all they face are Nurse and Blight.

  • I wish the wiggle change had not included Great Skill Checks, otherwise, it's perfect. I'd rather do that than spam A/D. It was an uneeded buff, when they already buffed wiggle mechanics a bit with the drop/25%. It might only be a second, but that second can be the difference between a hook and a stun.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759490#Comment_2759490

    I started playing killer again recently and the amount of times I won just due to Ruin, Undying, and Devour is disgusting. Using Dead Hard as a survivor doesn't automatically win games for you but those hex perks can completely win a game for a killer.

    Hex Perks can be taken completely out of a game. Dead Hard cannot. They don't really equate. Make Dead Hard a Boon, and then you can compare its effects to those of Ruin, Undying, or Devour. High risk, high reward, and the ability for Survivors to remove the Perk completely from play.

  • It negates Huntress' power. Very irritating when you throw a hatchet and DH robs you of the hit.

    I don't mind DH for distance or basic attacks, but negating a Killer's power should never happen. Perks should never counter a Killer's ability.

  • I still play exactly the same. Chill, no BM, and if I get Kills or an Escape, that's fine. Those are not my "win" conditions though. BP, some fun interactions, maybe make a good clutch play or completely ######### up and die on the hook in embarassment, and on to the next.

    SBMM has left me about the same for matches, but I get the extreme end of things more often than before. I see more camping/tunneling on the Survivor side, at least I notice it more often. I also get matched against new/weaker Killers more often. The engaging, thrilling games aren't as common as they were pre-SBMM.

    Playing as a Killer, I see a lot more newer players. The games aren't quite as much fun, but Kills aren't my priority. If they happen, fine. If not, oh well. I'm sure that will change since I am now getting more Kills, and my MMR will increase no doubt, but for now it's more of a new player herding simulator rather than a slasher flick simulator.

  • Boons seemed fine, until I played with someone who put up a Circle of Healing.

    Who in their right mind thought it would be okay to have a zone with free self-care at a faster pace than the actual Perk? That whole first match I played with one, I felt absolutely no fear of taking a hit. It was ridiculous.

    I've since found out that CoH + medkit + We'll Make It or similar healing speed Perks is insane. I don't even know how to balance this because the synergy between the Boon, Items, and other Perks is similar to them trying to balance every add-on with old Tinkerer. It's just not possible. There should be a limit to the number of times it can be used with a long cooldown, or else some form of malus to balance out how strong it is. Maybe the user should be Broken for a minute or two.

  • Better in most instances, but worse in others.

    It feels more balanced, but the rift between SWF w/ comms and Solo Queue is much greater than when I first started playing (around the time Hag came out).

    The cheating, hacking, and other violations of the rules feels about the same. It goes in cycles. We'll have a bunch of cheaters for a bit, til they can fix things, then it'll be quiet for a time. Or at least, reasonably quiet.

    The crying and whining has gotten absolutely insane though. Even the tiniest issue brings massive amounts of tears and screams of rage from the player base. It's getting a bit ridiculous in my eyes. Maybe tone it down a bit, talk rationally, and quit being so dramatic. It was old 5 years ago.

    Toxicity overall, I don't see much of it. I don't play in higher ranks though. It's one of the reasons I tried to keep myself at Rank 5 or under in the old system. Mid-level matches are extremely comfortable, and enjoyable. You get the occasional sweatfest from either side, but overall they are good games, with reasonably competent team mates. Higher Ranks usually means larger egos, and among today's gamers, that means major issues dealing with even a perceived loss. Take the L, walk away, learn from it. Don't blame everything and anything to try and put a band-aid on your pride. If you can't learn to deal with losing on occasion, you really should seek some professional help, or alcohol.

  • I take longer breaks, couple months up to about 7 or 8, at a time. Having a decaying MMR will be pretty nice just to shake the rust off.

    People are going to abuse any system that is in place. It might only be a few, but there will always be someone who finds a way to "cheat" any system. That's just how things work, irl and in video games.

    At least it gives those of us who take the advice of the devs and "Play something else for a while" a bit of a breather when we come back to the game. I find it a bit rough, especially the first couple days back, just getting used to the sounds and notifications. Especially if I've been binging on something like Stellaris or similar that isn't very action packed and requiring immediate responses.

  • I've had it happen twice, where the Killer was right in front of me as I spawned in. He, a Billy both times, just nodded at me, revved his chainsaw and took off across the map. Both matches ended up being pretty fun overall.

    One of the problems though is that some Twitch Streamers will purposely pretend they are still spawning in, then wait for the Killer to come by. Sometimes they DC if the Killer downs/hooks them, or else you can get some spicy comments in Post-Game. I think it's some form of passive-aggressive trolling on their part, or maybe it's a Challenge from their viewers. And yes, I have seen it happen, and had it told to me in Pre-Game Chat that this is exactly what they were going to do on a couple occasions.

  • It feels pretty balanced.

    Makes the Survivor drop their current item for it, and potentially lose that item if they get chased off.

    Pinhead can choose to teleport or not. I would like to be able to cancel this teleport though, about the only thing missing there I think.

    If he doesn't teleport, the Survivor has to do skillchecks, which I think should be a bit harder. They were easy AF for me to hit at least. I'd go with something maybe 2x the size of an Overcharge check, maybe a bit bigger.

    If he does teleport, it still breaks the Chain Hunt and restarts the series of events. This portion is pretty nice imo. Survivor has a chance to get away, but if they get outplayed, they are done. Feels a bit random at times as to where he'll appear, but that's something you can deal with easy enough.

    During a Chain Hunt, it sucks trying to finish it, but that's the whole point of the Lament Configuration in the game. If you don't complete this secondary objective, your game suddenly gets a bit nastier. It pulls Survivors off gens, something Killers have been wanting for years now, and also rewards them with some extra BP when they complete it. If they choose not to do it in a timely fashion, oh well. Sucks for them, and yes, I've been on the receiving end of this a few times. It's terrible.

    About the only thing I would like to see is a reduction in the visibility of the box. I know Pinhead has add-ons for this, but I think it should be reduced to a base 40 or 32 meters visibility, not the entire map as it is now.

  • His punch is absolutely fantastic. That grunt and thud... ffs... I don't care about anything else. It is the MOST satisfying weapon hit in the game right now.

    Have played maybe 2 hours total of all RE games though, so I have no clue ######### he is supposed to be like other than that lovely movie.

  • Played a few Killers tonight. Here's how it went:

    Hag - Couple matches. All were pretty fun, but it seemed no one knew how to crouch or considered where traps might be placed. Got quite a few downs on people that shouldn't have happened if they were paying attention. Lery's match was fun AF though. I love that place.

    Huntress - Have not played her in quite a while other than a couple matches for Challenges here and there. Really low ranked Survivors. Went extremely easy because it was pretty messy. MMR seemed correct given how much I have played her since they started keeping track.

    Doctor - 1 match. Competent Survivors. Was a fun match on Midwich. 2 Escaped, 2 Died. Felt about right given I've played him a reasonable amount lately. Felt appropriate because I tend to run Doc for BP and making people scream.

    Nemesis - 1 match. Have played him a bit. Faced.. not really sure? They felt semi-competent, but they 3-genned themselves and 2 of them weren't very good in a chase. On Haddonfield fwiw. Ended with a 4k due to "If I run he can't see me! But damn he can see those scratch marks!" Felt reasonably appropriate.

    Going to finish working through my Cakes from the Anniversary, and see how MMR feels. So far, not too bad really. It "feels" like it is separate for each Killer. Won't really be able to tell til I start max'ing and running more though.

  • This is why to buff solo queue, you need to give Survivors informational buffs as basekit. That way you aren't buffing SWF, much at least, and it raises solo queue to a level more comparable with SWF. Any other buffs, or nerfs to Killers, you make is going to just either keep the divide between the two the same, or potentially widen it.

    Problem being, a large portion of the game was designed to give Survivors a LACK of information. Over the years it has morphed until we have Perks to provide information, in some form, for just about every Event that was supposed to be "Pay attention to know what is going on". Remember when Devour Hope and other OHKO Powers/Perks told you nothing? When you had to pay attention to team mates Health States to KNOW when a one-hit was in play? I thoroughly enjoyed those times, and now we have a jumble of symbols and garbage all over our HUD telling us what is going on and where.

    There is a point where there is too much information given out. It started with Hex Totems being lit, and it's now down to "Oh hey, and the Killer has Huntress' Lullaby, Ruin, NOED, Devour Hope, and pick your Perk you need information on." We are overwhelmed with piles of information and giving Survivors even more, while buffing solo queue without really doing much for SWF, it might just be a bit much.

  • The only thing I would say is have Kindred as a basekit for all Survivors, that way solo queue doesn't have to waste a slot for it.

    As it is now, they nerfed it when they made Cloaked Killers' auras unseeable with Kindred. It lost a lot of its effectiveness, and I don't run it anywhere near as often as I did. I do think this was the right call though, it just nerfed a Perk that was a huge part of solo queue meta. I used to see it on at least 1 other person, normally 2 others, in my matches. Now I rarely ever see it. Having its current iteration be basekit though would be a solid boost to solo queue, and basically just acceptance of the fact SWF can share information without the need of a Perk.

    Once that's done, give it a bit of time and check the data. THEN buff Killers, because they will definitely need it. Not huge buffs or anything, but tweaks and performance adjustments that will give them an edge. Reducing hook counts, adding gens, giving extra Perk slots, anything along these lines will throw the game balance off too much. Small tweaks to Powers, adjust multiple little things, and see how it works out. You would be surprised how just tweaking a few numbers can really improve performance on a number of Killers.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487264#Comment_2487264

    All my matches since MMR have been awful. Teammates DC constantly (which I have never seen in this game before to such an extent) and are often rank 16-20. And yet we get rank 1 killers that almost all exclusively facecamp.

    Haven't played killer yet, though. Plan to later tonight.

    Part of the problem is Killers, and no doubt Survivors, who have intentionally dropped their MMR. There are also a lot of people in Ranks they should not be playing. Too many boosted Survivors, too many Killers who have learned the easy way to play and just suck up overly altruistic Survivors into their camping web rather than chasing and earning the kill. Rank used to be almost purely based on time played, there was no skill involved at all. Now, it's going to show skill levels as they really are, not just because you played for X number of matches or hours.

    That's just a part of Rank 1 (or it's MMR equivalent) gameplay though. It will be sweaty, full of tryhards on both sides, and full of completely unbalanced gameplay. Simple fact is, if you don't want to play at that level, and realistically who would unless you really enjoy being competitive, then you can just drop your MMR rank. They have been collecting it for months though, so it won't be an overnight thing. It'll take a week or two, I am assuming this though. I definitely could be, and probably am, wrong about MMR works.

    I've always played in the same fashion as a Survivor and a Killer. I play to win of course, but I do not sweat it. Fun, little competitive, but I'm not out to escape or 4k. I'm out to have some fun. If Killers want to camp and tunnel, I'll take the death and move on. Same with my team mates. If they're helping and we're doing good co-op stuff, I'm down to play all night in the same match. If they're being selfish pricks and doing stupid things like unhooking me in the Killer's face without BT, I'm probably just going to let the Entity take me. You have to adjust how you are playing to how everyone else is playing. Decent, fun team mates, try to max out every score category. Bad ones, well BP as much as you can and then you die. There's always another match to come.

    Killer side of things, it's exactly the same. If they are sweaty tryhards, I'll focus on one aspect of my gameplay. Right now it's chases. I'm not very good with them, so I'll take opportunities to fix that as they come. If I get kills, that's great. More BP = a win to me. I've got 4 P3 Killers to max out right now and the Cenobite will be a 5th. I'm not going to sweat the kills though, that just isn't fun to me. Huntress/Slinger/Trickster shots, where to put traps for Hag/Trapper and push Survivors into them, effectively stalking and downing Survivors with Myers, and every other aspect of specific Killers and their powers. I generally get at least 1 person who is interested in doing this with me as well, so I can let the other 3 do their gens and leave and still reap some nice BP rewards at the end.

    Overall though, I am legitimately high purple -> low red in Rank, and that seems to be where MMR stuck me. Not so low that my team mates are potatoes, but not so high that I have to sweat just to safety on my Grade. More like a pickup football game between friends, or something similar. You get competitive a bit, but it's not professional. Just a group of people having fun doing something they like. You get the occasional game that is tryhard from one side or the other, but those from my experience are outliers. Just random chance giving you the bad end for a minute or so, then it's back to the good stuff.

  • @Lush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487284#Comment_2487284

    When you say terminator as a killer, do you mean Arnold, the big man himself?

    Now, I'm not a great fan of the series but is he not the hero?

    In the first one, Arnold was the Terminator. The 2nd one started him as the hero, and is still probably the best in the series. The effects were fantastic at the time (pretty dated now) and it was full of all the action you could want, even in the bombastic period of late 80s/early 90s action flicks.

  • Iron Will hasn't changed in a LONG time. It's always existed in its current state, and didn't seem to be an issue at any point. The only times it has caused problems is when all sounds got bugged there for a while, every single update for a few Chapters in a row. That whole completely silent Survivor bug was irritating.

    It provides gameplay options besides Hold W. Trying to juke a Killer and break LoS, then hiding, is a legitimate option and something I never see people do. Most Survivors hold to the Loop Meta and would rather just sprint around. Stealth gameplay, and actually trying to avoid the Killer's notice, isn't as rewarding (Devs need to add score rewards for actually doing this tbh) but it's a hell of a lot safer. You don't get views on Twitch for safe gameplay and people tend to emulate that.

    The only issue with Iron Will is it now counters a chunk of Spirit's power, the way it should be imo. You're wasting a Perk slot on a chance it might be a Spirit if you hold to the meta of looping. People who prefer to break LoS, juke the Killer, and hide use it because it's part of how they play, and most likely how they've always played. You get nice score Events when you lose a Killer during a chase, and while not as action filled as a NASCAR race of loops, it is pretty rewarding in itself.

    It's always been a pretty balanced Perk. You're assuming you are going to get injured at some point and you prepare for it. There are numerous other ways to detect Survivors, so Killers aren't really losing much information, and that's at least 1 Perk slot that isn't BT/DH/DS etc... Listen for grass, watch for the birds (no one really runs Calm Spirit much), look for blood (did they enhance this recently? It seems blood is a good bit easier to see lately), scratch marks, and whatever else you can use to track a Survivor. There is a reason why there is a Tooltip during the Loading Screen that says "Watch Survivor movements to PREDICT where they are going." You don't need a Quest Marker for it.

  • How many things have they changed because of how the code works? Tinkerer and Moonlight Offerings jump out to me. Not to mention we have all the Slightly, Moderately, Tremendously, and all those rough number calculations. I think it's simply because they don't know ######### the code is going to do when it interacts with something. So they just give us approximate words for things because at least that way they can say "It just works."

  • Before MMR, my matches were okay. Nothing special, but nothing to remember.

    After MMR, my matches have almost exclusively been fantastic. Tense, lots of back and forth, good chases, pretty solid team mates overall (few outliers, but you'll have that no matter what), and they've given me a reason to improve my play. Really, really fun stuff the past two days.

    Hoping MMR stays around and levels me out in whatever Ranking this area is, cause my matches have been the best since I first bought the game, when Hag was new and fresh and I had no clue ######### I was doing. Solo queue ftw!

  • In the movie, isn't the line "You opened the box, and we came." ? Need to rewatch the first movie to be certain, but I thought the High Priestess said it. Her lines were some of the best, especially when Kirsty is trying to reason with them.

    And yeah, the whole movie is filled with innuendo because that's part of the universe. Hellraiser without some form(s) of sexuality wouldn't be Hellraiser.

  • Moris and old BNP used to balance each other to a certain extent. Then Moris went to 1 hook state before use, and they nerfed BNPs to a reasonable level. Once that happened, Moris and Keys started being compared as balancing each other. Pretty sure it wasn't an official thing, just something kicked around on the various Forums. At least I don't recall them being compared "officially".

    Back when they did the Moris -> 2 hook states, there was a statement about both Moris and Keys being reworked, but nothing specifically stating any sort of timeline or actually why they were both being reworked. People just assume they are balancing each other so obviously they both need reworked at the same time. I don't think there was an official statement to this extent though, I could be wrong as it has been quite a while since that happened.

  • @GrimoireWeiss said:

    I have no problems with locker saves, but survivors kind of brought this upon themselves doing those double locker FL saves mOnTaGeS.

    This is the reason for most Survivor "nerfs". One person finds a neat way to abuse a mechanic, everyone else has to do it for the views and subs. More attention = quicker fixes, and the Survivors who do these things just shoot themselves in the foot then complain about it on the Forums. Usually with dramatic statements like "I'll never play again if this doesn't go back in the game!" or similar. Then you see the player base increase yet again.

  • Keys reward bad behavior. Whether it's that Blendette who's been creeping around the edges of the map all game without helping anyone, or the team that just 3-genned themselves because they just wanted to blow up gens rather than pay attention to how they're laid out.

    Items should not require a Perk to counter them. Much the same way a Killer's add-ons should never require a specific Perk to counter. The only other option is to tunnel the key holder out of the match, which is not fun for anybody.

    They need reworked in some fashion to keep the game reasonably fair and balanced. They don't need gutted, and I do think they should still open the Hatch. The Hatch shouldn't spawn at 3 gens though, it shouldn't spawn at all until there are 2 Survivors left or EGC has begun. That way you have options, but it doesn't feel like a kick in the face for a Killer who is performing well.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482897#Comment_2482897

    I played today and it started me at Ash 4. I normally got down to green or purple ranks under the old system. After a couple games, I was being matched with all red grade people in almost every match. It looked silly. Rank 1 killer, red rank teammates, and then me... literally at the bottom of the scale lol. So, unless something was broken with mine, it doesn't seem to work as you say.

    Grades have nothing to do with the MMR System. They are only for End of Season Rewards. Higher Grade = Higher Reward per side. So you can get Iridescent 1 for both Killer and Survivor. Your MMR rank is completely hidden, so you will never know how your matches stack up versus the team mates you have, or the Survivors you are trying to kill.

    Everyone will be reset to Ash IV at the end of the Season on the 13th of each month. The one nice thing with this is you can never downrank. So if you gain Iri 1, then have some bad matches, you will never downgrade to Iri 2.

  • @ThiccBudhha said:

    What are the multiple uses for his chain, in your experience? I only really like the chain itself to make unsafe loops guaranteed hits. Other than that, I am struggling to figure out when to use it.

    This is mostly where I was using it yesterday. Especially when Survivors drop pallets early, you can hit them with a chain and not lose much, if any, ground in a chase.

    I used it a bit to scout as well, rather than walking over to a gen. It helped to scare Survivors off, much the same as tossing a hatchet with the Huntress. It "can" be useful sometimes in the open with longer shots, but decent Survivors will get the chains off and you won't gain much ground at all. If it's a longer shot, and there's objects around, don't bother. They'll just break the chains on them and you'll actually lose ground. I'm pretty sure it's primary purpose is anti-loop, or shortening chases when Survivors try to stick in a loop too long.

  • @DemonDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483225#Comment_2483225

    Finally started seeing some low grade bronze survivors, in swf.

    Trust the devs & mods when they say grades don't mean much in the matchmaking cause these players might have well been iridescent. Full meta builds and highly coordinated, if it wasn't for light born it'd been instant blinds at every pallet.

    Grades have absolutely nothing to do with the MMR system. Grades are ONLY for End of Season Rewards. Nothing else. MMR is completely hidden from everyone.

  • Survivors get a 2500 BP score for Seeker of Pleasure when they carry the box out the gate. Kind of a nice little bonus, although I'm not sure what category, if any, it goes into.

    Same as Pinhead getting a Lament Guardian (think that's the right name) score of 2500 BP if he manages to keep it in the map. Not sure where that goes either, cause every time it popped up, there wasn't the usual red bar showing fullness of anything in terms of BP.

    Really enjoying him as well, btw. He feels pretty well balanced from both sides, although I'm sure they'll tweak him a bit once they get a look at his performance.

  • @ThiccBudhha said:

    By doing better? I am horrible at survivor and am still getting good teammates. More good ones than before. I do chests, totems, unhook/heal in addition to gens. Maybe you are just too focused on one thing? The system seems to love me even though I cannot run a killer for longer than 10 seconds unless I am on Lery's.

    Same. All my matches tonight with two exceptions were thoroughly enjoyable. Haven't had this much fun in a couple years now. Most team mates were pretty good, had some really bad ones who felt it was better to crouch around instead of saving people, but overall it was a fantastic set of matches tonight.

    Curious to see how my MMR really stands up though because I rarely, if ever, survive matches, but I do as much as possible to help my team out and get them safely out the Exit Gates. Sometimes I screw up and just get steamrolled, but I usually do well on BP and at the minimum get a safety.

  • He's too thicc now. He can't snap off those snipes as fast anymore. It's either a nice, thicc backside, or proper animations. Make Your Choice!

  • I had a pretty good rotation tonight, oddly enough. No maps stood out as having been run too many times.

    Yesterday was a different story. It was Midwich and ######### Corn most of the night. Sometimes Badham.

    This is why every Chapter NEEDS a map, even if it's one in the same Realms we have. I know it takes a lot more to balance a map than it does a Character/Perks, but ffs, variety makes it so much nicer. Would be even nicer if they could fix the ones we have so they stop going out of rotation. I really like Glendale on both sides...

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483367#Comment_2483367

    Tonight I had a 12 hook minimal heal game as Pinhead but got ruthless because the last person opened the gate so I got gold gatekeeper and Iri everything else.

    Luckily, this is what I had with a Hatch Escape, but I got the Adept due to Rank yesterday. Was a pain in the ass getting it, with all the disconnects, but definitely gave me more of a sense of his Power than using better Perks.

  • @7eewilsmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483155#Comment_2483155

    I was hoping this since I've been having such a hard time with piggy, ghostface, and hag! Can't wait to get these adepts!

    Hag adept is always best against randoms. Third Seal works beautifully against them, almost a waste of a Perk slot against SWF though, sadly.

    Might have to make plans to keep every 13th off, just so I can play against a wide variety of Killers as people go for Adepts after reset. Should be an interesting day or two.

  • It's worked for a lot of people.

    I'd suggest doing the usual to try and fix it.

    Close out the game, restart your system.

    Verify File Integrity. Do a defrag, use CCleaner or similar.

    If you're on a console, not sure what to do there. Been a long time since I did any real gaming on one.

    After that, contact Support.

  • @Johnny_XMan said:

    It’s the frosty eyes for me.

    Ouch... I'll have to remember this. I really like those eyes, and I never run NOED on my Killers. Have to find something new to wear on the Clown...

    @KingFrost said:

    Signs a Killer has NoED:

    #1. There's a secret offering. WHen a killer brings a Mori, they usually bring NoED along with it as backup.

    #2. The killer is Hag. NoED is really good on Hag, and most of them will bring it. So if the killer is Hag, do bones. Even I use NoED on Hag sometimes.

    #3. The Killer is face camping. Most face campers bring NoED to get a second or third kill when gens get done super fast because they aren't pressuring survivors.

    #4. The killer is proxy camping. Proxy Campers tend to bring NoED too.

    #5. Ghostfaces tend to bring NoED pretty often too. Even though they can expose you without it, I see it on them a lot.

    #6. The Killer isn't paying attention to gens when it's down to one. They don't really care if you get that last one done, chances are they WANT you to get it done.

    #7. The last gen pops, and the killer has two survivors in their sights. One is healthy, the other is injured. The healthy survivor is closer. When the two split off, if the killer follows the healthy survivor, the healthy survivor should think to themselves: NOED

    #8. The killer does NOT abandon chase during the match. It's a pretty good indicator you should be doing bones.

    #9. The Killer isn't sure how to use their power. I know that I use NOED when I'm playing a killer I'm not used to. It's probably going to get you some form of value because gens are going to get done.

    #10. If you see multiple indicators, Definitely Do Bones.

    ######### Hag runs NOED? Who even builds to end game with a Hag other than memes? Seems like a complete waste of a Perk slot.

    I actually see more Nurses run NOED than any other Killer. So many people go for the gen rush when a Nurse is playing, that she can get enormous value out of it if she misses a few Blinks and gets caught out a few times. Wraith, Clown, Ghostie, and Trapper are my other "Do dem bones" Killers though. I'll search for totems as I'm moving about from gen to gen with them all the time.

  • @VikingWilson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483065#Comment_2483065

    We laughed at rainbow ranks, but can't really laugh at rainbow grades for this exact reason.

    Lol. No kidding. I used to get Skittles when I played as a Killer all the time, rarely ever when I ran as a Survivor.

    Now though, I have to keep stopping myself going "######### is with these Ranks?" because Grades don't mean a damn thing other than they've gotten to X Rank Reward Tier.

  • Soul Guard was only active because Ruin was. Don't bring Ruin and it doesn't work. They've just wasted an entire Perk slot because Ruin is so meta right now. It's the same thing with Soul Guard + DH, NOED, and any other Hex Perk that gives you an active effect. It is 100% counterplay to the most common Killer Perks, but if you don't run a Hex Perk, then Soul Guard is almost useless for the most part.

    Would suggest you start using another gen slowdown Perk instead. Otherwise, you will run into this more and more often because Ruin is so meta.

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