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Munqaxus

Munqaxus

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  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558899#Comment_2558899

    Games shouldn’t NEVER be balanced for low ranks, in my opinion.

    If you cater to this small demographic, all it does it wildly unbalance it at the other end (high ranks) - which is what we’re seeing today. Also, people don’t tend to be stuck at the bottom if they play regularly - they’ll eventually get good enough to be an average skilled survivor with decent game knowledge (looping, how to counter certain killers, etc).

    They are balancing it around average-level play. They can't balanced around high-level play and aren't balancing it around low-level play.

  • @Gwinty said:

    What the hell...

    Please structure your posts a bit more it is kinda hard to read when everything is just a single big paragraph.

    However I would like to say that I am not feeling to bad as a Killer.

    My boy Ghostface gets a buff where he needs it with his recovery time. Maybe now I can start bringing different add-ons. Trapper who is a huge fan favorite is getting a buff too that adresses his most pressing issue (carrying two traps), Pig finaly gets some other interesting add-ons which was also highly demanded. And even Plague gets some quality of life changes, Hillbilly some slightly better add-ons maybe finaly bringing him a bit more joy and even Michael gets some love and better add ons.

    This is overall pretty good. Not to mention that Killers get a buff to Blood Favor and Third Seal, two very underwhelming perks that could get a lot better now and open up some interesting play.

    Sure they nerf Deathslinger which is kinda sad. However their reasoning this time is quit sound as he had no lullaby (the only ranged Killer without such a thing) and also his counterplay was not existing prior to this update. Did you know that you get an audio warning when he aims at you? I did not because Slinger could insta-shot. This gets removed.

    Spirit also gets nerfed because she was not interactive. This is a common complain and one that even I as a Spirit enthusiast can get behind. Most Spirit players hated that there was only a coin flip or that there was such a thing as the "standing-still-mindgame". Also her add-ons where quit overtuned and offered little to nothing to her power that was interesting (no, flat stat buffs are not intersting). Now she finaly gets some more interactive add-ons and and audio que.

    However Spirit is still pretty strong. She is fast, has a small terror radius and can abuse Nurses Calling with Sloppy for some jumpscares. She is by no means "gone".

    Did survivors get more during this update? Maybe.

    However the last update only contained memorable Killer contant with Cenobite and his perks or the Trickster buffs. Survivors got nothing out of that.

    As such, #tldr: I am fine. I get updates for my Killers (Billy and Ghosty) and fun new playthings.

    It's nice to see a poster that is logical and level-headed every once in a while, instead of a maniac that is screaming at the sky telling everyone the world will end.

  • @jkgeiser88 said:

    I am sure some players can agree that some killers abilities can be overpowered and some that are balanced. If you had to say a killer that needed to be nerfed/balance who would it be? Personally I think the twins really need to be fixed. Having two characters that can run around and hit you especially one that sprints can be devastating. Anyone agree or disagree? Who would be your guys choice.

    Nurse has been broken for a long time and needs a total rework so that her power doesn't completely negate survivor game mechanics.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559907#Comment_2559907

    Free aura block, no scratch marks and healing map-wide?

    You’re either trolling or just another biased survivor main.

    I'm being sarcastic. Killer players really don't want Boons to be the exact same as Hexes. But they keep asking for Boons to be like Hexes.

  • Because there are characters like Jeff, Ash, Bill, etc, who have to use a perk slot for Iron Will, I don't think it will be nerfed. It would be incredibly unfair for some survivor characters to be unplayable.

  • @Kurri said:

    Because it feels like even when you don't play well as Killer, lose, or bullied - you still are gaining MMR and it's absolutely ruining the game.

    Play for fun.

  • @ad19970 said:

    It's really hard to tell based on this one image if the match was "unfair" and you got gen rushed hard or if you are just a sore loser honestly.

    Looking at all the comments and video footage of solo survivors struggling due to imbalanced matchmaking, it's hard to believe that gen rush is so bad at lower ranks. Maybe you just had an unlucky match, or maybe they were smurfs. Sadly those people exist as well.

    What mmr do you think you are with other killers? Because the mmr differences of killers aren't big either.

    Though I will agree that camping and tunneling are probably two of the reasons why kill rates at lower ranks are pretty high.

    That's again, why this game could need some kind of second objective for survivors, or just some actual, serious map rebalancing, so no map is more survivor sided than Coal Tower or Father's Champbell, and then a big nerf to camping and tunneling, and perhaps some solo survivor information buffs.

    Though I will agree that camping and tunneling are probably two of the reasons why kill rates at lower ranks are pretty high.

    Camping and Tunneling at low and mid ranks does boost Killers kill rates a lot. It's really only high if not very high ranks where Camping and Tunneling doesn't net 3ks and 4ks consistently.

  • @landromat said:

    TLDR: Bad players or just novices (people who are not very skilled) should not use noed because their mmr gets higher And their games will be much harder than they should.

    Noed is just pity kills perk which allows you to kill 1-2 survivors more without any effort or skill, which means bad players using noed will get their mmr much higher than their actual skill to the point where games are unbearable even with noed.

    Bad players, do not use noed because you will suffer a lot

    edit: please do not post noed is fine comments. Post is not about that. Noed is balanced perk is a fact. Noed gives you kills you don't deserve is a fact too. Stop.

    I agree. New Killer players using NOED does let them continue to be bad because they have such a big crutch perk. Then again, eventually they do get better, just takes them longer. (If they continue to play).

  • @Phasmamain said:

    To compare them to other characters they have only got 1 post launch cosmetic. Trickster and yun Jin have 2 while even elodie has 3.

    This is probably the most clear example of a character being forgot about in terms of skins even more so than Jeff. It’s honestly pretty sad

    Victor didn't even get a single skin.

  • @Legionair said:

    The mid-chapter notes has caused a lot of players to question BHVR's ability as developers, and to question dbd as a whole. these mid-chapter notes introduced a LOT of changes to both killers and survivors that includes gutting spirit and passing it on as "a skill increase to playing AS and AGAINST her" when in all reality everyone knows this is just a massive nerf. Another very out of the blue nerf went to deathslinger who, in many peoples opinion, didnt need it. To compensate for this, BHVR gave trapper a buff (a couple more traps), and plague a buff (Yay! she is now moving out of the worst killer tier and into the 2nd-3rd worst killer tier). For survivors a LOT more things got buffed and is going to be added, namely the Boon totems to the survivor sides excitement. All in all the survivors get a new survivor, 3 new perks, 3 buffed perks, and boon totems. The killers get, S tier spirit dead, worse killers made mediocre, 3 buffed perks (debatable on HEX: The third seal), and the inevitable knowledge that they will probably never get to enjoy hex totems again with the release of boon totems. (not that it was enjoyable with your ruin spawning in the middle of the street or next to a gen). A LOT of killers are expressing their concerns and frustrations with this but it's doubtful BHVR will care as most all survivors love this. How much farther until the constantly unheard 1/5th has had enough? How far is BHVR willing to push this? With as toxic a community the one-sidedness has created I am willing to bet it wont be much longer until the dbd player base starts to crumble with some much more promising games similar to how dbd functions comes out. I would love to hear everyone's opinions on this! (Pls keep toxicity/being rude to yourself)

    I would suggest just get rid of playable Killers and give the Survivors Killer bots to play against. The developers could get rid of the face-camping and proxy-tunneling in the bot code, so the game is much more fun for survivors. Plus, Killer bots would be much easier to code than survivor bots.

  • @Rey_512 said:

    No, killers should not be able to be re-light their hexes.

    But survivors shouldn’t be able to re-light their boons, either.

    I'd be fine with that as long as Killers didn't know if there were or were not boon totems, they spawn at the beginning of the match, the cover the entire map and they made the same inaudible crackling noise that Hex Totems make. Plus, the next boon totem should be an Undying boon totem.

  • @GodSpeed_CDN said:

    The more i go up in rank the more im matched with better survivors. Thats unfair!

    LOL! :)

  • @Altarf said:

    Been prestiging him recently, and wow, I hadn't realised until now just how easy to break his chains are. It's gotten to the point where I hardly even use the gateway at a tile I can play normally, because it's a waste of time and they'll break free of the chains before I can even get close to them. Not even to mention how often they just randomly snap on nothing.

    The slow is very unimpactful, hardly lasts for any time at all, and to top it all off the chain is difficult to hit in the first place. It's incredibly unrewarding to land a difficult shot in a smart position with Pinhead close to the survivor, with the pallet far away from the survivor, which by all rights should mean a hit, and then have two chains already broken by the time I can even see them. It just feels useless.

    You are complaining about the Killer that Tru3 just recently said was probably going to get nerfed because he's so good.

  • @JohnWeak said:

    https://us.v-cdn.net/6030815/uploads/7LKCNTV3B5RJ/image.png

    RIP

    Everyday DbD is loosing more and more players. Compare each day with the last week and you will see there is a 10% decrease in the number of players.

    DbD has now less players than BFV, a pretty much dead game that resurrected with good free contents. But players don't leave and they play everyday now....

    Ok, I have to ask. Isn't Sept when Pinhead came out, so wasn't there a glut of new players at that time anyway? So you are basically showing DBD going back to the normal amount of players after it was hyped-up because of the new licensed killer release?

  • It's not a free unlimited medkit though. The first heal off of Circle Of Healing is always 30 seconds. If the Killer doesn't break the very loud boon totem, you still have all that travel time it takes to get to the Circle of Healing's AOE for a second heal.

    If the Killer breaks Circle of Healing, it's pretty much a Self-Care that you have to travel to.

  • @Exult said:

    There's this rising sentiment that somehow medkits are too strong. Since when have they been too strong, and in tandem since when did they need to be nerfed? I don't think they do at all. They can be the strongest item if you feel that way, but that doesn't mean they need to be changed. Healing has been this way for a while and it's never been complained about until now.

    Maybe this is just because I've seen Scott and Otz talk about it. Normally I agree with them but this time I'm not so sure. I think they're trying too hard to make a bad argument that medkits are too powerful.

    Which is why I don't understand the Circle of Healing hate. Circle of Healing is a waste of a perk slot because you can bring in a medkit. Circle of Healing takes 30 seconds to setup and use (Not including the random amount of travel time you also waste finding a totem). Self Care takes 32 seconds to use. Medkit beats both, hands down.

  • @Exxodus21 said:

    So currently the "Otter" streamer ( really confused on the rules on talking about streamers so I'm not using his name) is doing an experiment to test if survivor items and add-ons are too strong. This is what I've seen so far.

    The group is able to easily accomplish 3 and 4 man escapes with little effort.

    They're able to finish all 5 gens in under 4 minutes.

    It was so easy they decided to try no perks AND no items. The end results didn't change.

    With no items and no perks they faced a Spirit with green add-ons. Even with a terrible first chase that gave her an easy down, gens went so fast she decided to camp her 1 hook in basement. When they could have easily 3 man escaped they tried for a rescue and wound up giving her a 2k.

    Eventually a skilled nurse on Badham accomplished a 3k after all 5 gens were completed. Mr. Otter forgot to bring an item for that match and disqualified the results because he was confident if he had remembered his med-kit they would have had another 3 man escape.

    They're currently facing a Blight with 2,000 hours in the game. 5 gens finished in about 5 minutes. The Blight has only been able to injure 2 survivors during this time. No hooks. Easy 4 man escape.

    This was all done at high MMR so they're facing killers that are among the best and they're still getting completely stomped. If this doesn't prove beyond a doubt that the game is terribly imbalanced in favor of survivors then nothing ever will.

    Before a single additional killer nerf is even thought about, survivors, they're perks, their items, their offerings, and maps all need to be dealt with. It's so sad to see how uninteresting the game play is. The killera literally have no chance to "win" even when the definition of when is reduced down to either a 2k or by number of hooks with no kills. Please devs, do something to fix this and make the game fun again.

    Isn't Otter that group of professional SWF players?

  • @blue4zion said:

    I still fully believe Dead hard makes the same amount of extra chase time as any other exhaustion perk. This is just a matter of when its used to avoid a hit.

    ^^^This

    If anything, the average amount of chase time you get with other exhaustion perks are better than Dead Hard just because there are so many missed Dead Hards or Dead Hards used just for distance. A 1 second distance perk is not as good as a 3 second distance perk.

  • It's absolutely a stupid answer; that you should have realized yourself way before now. How are you not seeing the solution to your problem, I literally just told you how to solve your problem.

    You are stabbing yourself in the face with a spork and expecting someone else to grab your hand and stop you.

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558420#Comment_2558420

    i don't think I really need to say anything else, I think you've already made it clear you've never seen a person use dead hard effectively even once. dead hard is not for dodging, dead hard is for teleporting to the next pallet/window when you would get hit and essentially regenerating a health state for free. the amount of time it lasts is completely irrelevant, it's not really the same as sprint burst or balanced landing.

    https://forum.deadbydaylight.com/en/discussion/comment/2558483#Comment_2558483

    dude, rank is meaningless and the devs have literally said as much, because all it does is measure playtime and it has very little correlation with skill. why do you think they added sbmm?

    https://forum.deadbydaylight.com/en/discussion/comment/2558545#Comment_2558545

    you can absolutely get at least a reasonable gauge of someone's MMR seeing what type of survivors they're playing against, it's like night and day. do you actually play this game?

    Yeah, I definitely haven't seen Dead Hard used effectively. Can't wait to figure out how to teleport to a window or pallet and regenerate a health state!

    Then again, I really like using Sprint Burst, which teleports you 3 times further than Dead Hard and makes the Killer break off you and go after the survivor with Dead Hard.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556283#Comment_2556283

    Simply because I dont get any pleasure or fun from a match that is so disproportionate in skill and understanding of the game that it's depressing.

    Whilst others may like going against killers and survivors that aren't on the same level, this doesn't apply for everyone. Realistically, in a game that is assessing your skill, you should eventually reach a point where you and the other side are on par, and your kill/escape rate should hit around 50%, so it wont be like you're walking up a hill in your games.

    Not to mention that if my MMR is low, this will also mean that my survivors will be on par with 'my mmr', so, not only will the quality of the match go down when versing the killer, but also when trying to cooperate with other survivors.

    The MMR system does put at a kill/escape rate of around 50% (It's actually around 60%-65%, but that's pretty close for an asymmetrical game). Basically the new MMR system does exactly what you are asking for and the old matchmaking system was not.

  • @hazzzard said:

    I hope you have plans to get to the bottom of this.

    The survivor role is way easier to play. I'm iridescent 1 without effort and I'm hyped about rewards. For the killer, however, I'm gold 3... I just don't have the energy to play when I know people are gonna run the same stale builds that practically have no counter! I'm only playing The Nurse and The Spirit to rank up and get challenges done. Playing M1 killer without any special power is realistically a recipe for stress, headache, and a scenario where you get 3 hooks!

    Generator speed is way too fast for a killer to apply pressure. I understand you want balance in games but I don't think it's fair I have to sweat my butt off for 2K while survivors are having chill games. Before SBMM play ratio was 50/50, now I only play 2-5 matches as a killer on high MMR! Get rid of this or lose killer player base.

    This is a problem that you cause yourself. If you play to advance your MMR then you are going to face harder and harder survivors who are also playing to advance their MMR. If you play for fun, then you don't get all that stuff you don't like. It's like you are stabbing yourself in the face with a spork.

  • @MrCalac123 said:

    Monday was a holiday so I'll let it slide.

    Are the NFT's a scam or is it official? Because if it is official I'm D O N E with your game.

    You don't deserve your players if the NFT stuff is official. We deserve better than that.

    Your silence will say everything we need to hear, denounce this blatant scam and save people money or remain silent and let us know where you actually stand.

    I'm with Paulie Ester, I think if BHVR did it to get the license and players don't need to worry about the NFT side, then I could care less. Thank you for getting Pinhead in DBD let that other company sell your model as an NFT. No hard no foul.

  • @supersonic853 said:

    https://youtu.be/wJOEEjNpgmE

    yeah 1 of how many greens when your one killer vs 4 survivors meaning you already probably have less offerings overall? Sacrifical ward should honestly go to common imo at least if we don't wanna touch map offerings. Also for the people that say "this doesn't happen often" yes it does just play killer for a whole day and count how many of the total games a survivor brings a map offering. (Although it might just be my mmr)

    Would you really use Sacrificial wards if they were common? You would probably have just slightly more than what you have now, just because there's so many commons on the blood-web. Plus why waste an offering slot on a sacrificial ward when there are much better offerings to use.

    I'd much rather them just be removed from the blood-web and make space for better offerings. Get rid of Clear Reagent for Survivors. Get rid of the Killer Reagents. Get rid of the shrouds or switch them. Get rid of keys and all of those add-ons (After the nerf).

  • @Pulsar said:

    Are we allowed to talk about this?

    I can only assume that I'm playing at high MMR as Killer. I get the same teams over and over, and they are pretty good.

    As Survivor, I queue with people who are a lot better than me. I see a lot of Deathslinger's, Blight's and Spirit's. I am not a good Survivor, but I benefit from people who are.

    It's important to note that I do mostly play Killer, despite trying to retire. I do play Survivor more than I used to, but i know my bias is towards Killer. If someone who mains Survivor wants to add on some knowledge, go for it. That brings me to my question, why is the game so unfun for both roles when the players are good?

    Note: I am not talking about balance. I'm talking about fun. Sometimes they go hand-in-hand, other times they do not.

    As Survivor, most matches involve some form of camping or tunneling. These are both super unfun because they often deny the Survivor the ability to play the game and earn points. Additionally, most games feature at least two gen regression perks, games that don't are over so fast they weren't worth the queue time. It never feels good to have to hunt down two totems just to be able to do gens. The dread I feel when I tap a gen and see Ruin is immense. It also really really sucks when the Killer is an ######### and decides to BM. Like, jeez, stop pouring salt in the wound.

    As Killer, it sucks knowing you are probably going to a ######### map. Like, the amount of Survivor-tilted maps is insane. It also never feels good knowing that by the time you get your first down (barring a miracle) at least two gens will pop. It's super unfun to feel forced to bring gen perks to have a chance at a slightly longer game. It sucks to see two of your perks completely removed from the match within 2 minutes of the game starting. It also sucks to know that you basically have to tunnel or proxy camp to win. It sucks when Survivors can use DH effectively to make up for a mistake they made, or when you outplay them. It's also massively unfun to see a Survivor chain structures and loops together and know that you have to break three pallets before you can hit them. It's infuriating when Survivors BM you. It's worse when people defend the BM by saying it's harmless. It's clearly intended to annoy and upset the Killer.

    Small rant over. What can be done to rectify this situation where both sides are having a miserable time at higher MMR?

    If you don't tunnel and camp as a Killer, your MMR will go down and you can play without tunneling and camping. If you don't use meta perks, then your MMR will go down and you won't see survivors with Meta perks all the time. Plus, that is going to solve the chain-looping structures together because lower MMR survivors will not be that good at looping.

    It seems to me that everything you want is yours if you play for fun.

    ---

    It seems to me that all of the complaints I'm seeing about MMR is brought upon themselves. Just play for fun and all of your complaints go away.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558472#Comment_2558472

    Sure, against bad players. Top MMR eats 3 hook strategy for breakfast. If we were to place you at the absolute highest MMR with a non meta Killer, I have absolute confidence you wouldn't sacrifice more than 1 Survivor a match going for 3 hooks each.

    You don't know who is high or low MMR. You don't know if the streamer you are watching is Top MMR or just a mid range MMR. Just because someone plays a lot does not make them a high MMR. Just because someone streams doesn't make the a high MMR. You just don't have that information to use it in your arguments.

    For all you know, the person you are speaking to is high MMR.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558306#Comment_2558306

    Sorry I meant that exhaustion perks have a prerequisite and/or cooldown before they can be used again.

    Reblessing should have a cooldown as well.

    I don't know: Blessing a totem > having a loud noise notification > killer comes and breaks the totem > and you don't get healed. That's a lot of wasted time for a self-care perk. To many nerfs and no one will even buy the survivor, no one wants more crap in their blood-web and the Developer probably want some type of return on the time they invested in making this new survivor.

    Plus, who is going to re-bless a totem a killer just broke anyway. That's a good way to wind up on a hook.

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558352#Comment_2558352

    and Dead Hard is a counter-measure to what, killers hitting you? that's a really toxic strategy for sure

    I have yet to see any data showing that Dead Hard gives you more looping time than Sprint Burst, Lithe or Balanced Landing. In fact, I suspect just the opposite since it only gives you 1 second of movement speed whereas all the others give you 3 seconds. I think the i-frames balances out the other 2 seconds of movement speed. Plus, it's more risk/reward than the other ones, since you have to time it very precisely to get it's full effect.

  • @LordSturm said:

    It's rather telling that all the best meta perks are just free health states in one way or another. DS, BT, UB, DH, Adrenaline, they all rewind to a better timeline where that hit didn't happen.

    Most of these perks are at least moderately balanced by only triggering once per match (Adrenaline IMO is not really much of a problem, it's just Bizarro NOED and most of the time you win too hard for it to matter or die before it activates), but Dead Hard is maddening in that you get to do it every 40 seconds and can easily get multiple free chase extensions where you otherwise would've got hit, just for free, and the perk has been completely untouched for nearly 5 years.

    I think it's rather telling that meta perks are the Developers response to Killer-strategies that didn't have counters before.

    • Decisive Strike - Anti-camping/Anti-tunneling
    • Borrowed Time - Anti-camping/Anti-tunneling
    • Unbreakable - Anti-Slugging

    Seems like the Developers see an issue with these specific strategies and are putting counter-measures into place to prevent them. Notice how the Developers keep adding counter-measures against those specific strategies such as Baby-Sitter and Soul Guard

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557360#Comment_2557360

    It's already been discussed why those Kill Rate stats are meaningless.

    With MMR, those Kill Rates are what the developers are using to balance the game, so they aren't meaningless anymore. Did you notice that after MMR was implemented, there was a lot of buffs and nerfs. Spirit Nerf, Trapper Buff, Wraith Nerf, Plague Buff, perk buffs and nerfs. This patch has seen the most nerfs and buffs of any patch and this will be the new norm. With MMR Developers have the tools they need to see where buffs and nerfs are needed.

  • I'm not sure if they have a cooldown period or not to be honest. I don't think they do.

  • @Artick said:

    Enough to render them completely useless and guarantee a < 1% pick rate(like 99.99% of the perks released after Huntress DLC)? Yes.

    Honestly, they were never "meta" good to begin with. They are "self care" good. With or without the nerf, they're just a 2 week use perk, then they'll be used about the same amount as Self-Care.

    I do think Shadow-Step will be useful, just because there's so many Killer aura-reading perks. But I honestly would like Distortion buffed more, I'd rather use it than Shadow-Step.

  • @danielmaster87 said:

    There's only one way to shake up the meta of this game, and that's to finally look at the survivor perks that have been meta for literal years, some of which are from the first 4 survivors. I'm not gonna be able to cover all of the ones I want, because then this would be insanely long, but I'll try to focus on the main offenders. I'm gonna be talking about perks that the killer pretty much has to respect or else he could lose the game. Hear me out.

    Adrenaline: It is trivially easy to complete all the gens as survivor. Without gen defence, the killer's losing all those gens in minutes. With gen defence, a few more minutes MAYBE. You are lucky these days to kill 1 or 2 survivors before the gens get done. If you instead tried to injure everyone so that you could maybe get a big slug comeback at the end, this perk ruins it. You can't let the gens get done or else they might have this perk to use, and yet the gens will certainly get done. If 1 survivor has Adrenaline, you might still be able to get another kill at that point. If 2 or more have it, it becomes a near impossibility that you get another kill. Whether they're on the ground, injured, healthy, or about to be unhooked, as long as the survivors are alive they're going to get value out of this perk. I realize it's 1-use, but still. It gives a health state and a sprint burst even when exhausted. Coupled with an easy prerequisite of doing 5 gens collectively, this perk just has too much going for it.

    Decisive Strike: I know it's been nerfed already, and yet I see it everyday. Sometimes all 4 survivors are running it, sometimes none are. But the 5-second stun is far too punishing, and will lose the killer the game. For that reason, the killer must respect it every time. If they don't, they could get an early 2nd hook or a kill because the survivor by pure chance did not have it equipped, but mostly what happens is you "get rid of" their DS early and lose the game because of it. It's a high risk, high reward perk... for the killer. The survivors who have DS'd the killer will not show their face until the end when they're in the exit area and are invulnerable, unless the killer takes all 4's DS in which case they lose anyway. You can avoid all of this by just not tunneling, but you've got to understand: killers must tunnel sometimes to play catch-up. And in a game where the killer's on the back foot and playing catch-up from the very start, it's a necessity. And despite the nerf, survivors can still abuse it. They can jump in a locker, body block, flashlight save, or open an exit and still have it. It's effect is so powerful that you can still bluff to the killer that you have it, and they'll most likely respect it.

    Dead Hard: Other exhaustion perks like Balanced and Sprint Burst are usually used to delay the real start of a chase, but Dead Hard extends the chase at the end when the killer most needs the down. No other perk gives i-frames, and that's an unnecessarily huge advantage obviously. Even when the killer's planning/pathing/aiming/tile knowledge was perfect, Dead Hard could still allow the survivor to escape unscathed. And when used for distance, there's nothing the killer can do. No waiting it out. And assuming the survivor has a good connection, or bad depending on how you see it, they can simply react to the killer's swing. The only prerequisite this perk has is being injured, which encourages survivors to be insanely efficient by pushing gens while injured, simply because this perk offers so much protection at the press of a button. If the killer doesn't respect it, he misses and the survivor gets to the next tile, and if he does respect it a good survivor will use it to the fullest anyway.

    Unbreakable: This perk, like Adrenaline, stops the killer from slugging. Except it can be used at any point in the game. And even when a survivor "uses it up" to pick themselves up, they still get the 20% increased recovery speed, which is still a huge blow against sluggers. And just like with tunneling, sometimes killers must slug to generate enough pressure to have a chance of winning. If 1 survivor has it, that's manageable. But if multiple have it, any chance of a mass slug is gone. Slugging has to be done quickly, because once the survivors figure out that's what the killer's doing, they'll focus just on staying healed so that the killer can't slug them again. It's 1-use, yes, but that's all it takes for the killer to lose, plus they still get the recovery speed increase. It's got too much going for it.

    A lot of these perks are 1-use, and they're practically uncounterable. The killer may be able to deal with each survivor having maybe one of these, but more often than not the survivors will have all of these equipped at the same time. Survivors will guilt trip killers about using strong perks, but they refuse to accept the strength of their own perks. The killer should not have this much to worry about from each individual survivor. They're the 1, and the survivors are the 4. Why then do the survivors have the tools to 1v1 the killer? Why have they barely been touched when it seems like every update, killers are being given a crumb of a buff or are straight-up nerfed? The killer role can't go on with these circumstances, or everybody including myself is just gonna throw in the towel.

    Unbreakable and Decisive Strike were made by the Developers to nerf Slugging, Tunneling and Camping. If anything, Decisive Strike should be buffed, because tunneling and camping have become such a major problem. Unbreakable obviously isn't a problem in the Developers eyes because they made Soul Guard, another anti-slugging perk.

    Adrenaline is an end game perk and only activates if the exit gates are powered, so I really don't see why that one is such a problem.

    Everyone complains about Dead Hard but I've yet to see any prove Dead Hard extends chases more than any of the other exhaustion perks. In fact, from my experience playing survivor, Dead Hard is worse for extending chases compared to Sprint Burst and Balanced Landing (Which you can use in the middle of a chase). Lithe can even be used in the middle of a chase and from watching my friend, he can run a killer much longer with Lithe than I can when I try Dead Hard (I am a much bigger fan of Sprint Burst and Balanced Landing which I have way better luck at extending chases or completely shutting them down before they start).

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556687#Comment_2556687

    Source for the 400 value? The only value I have seen is the example from Peanits which used exactly the values that C3Tooth did. And yes I know they were arbitrarily picked by Peanits to make an example.

    But your 400 points I have never seen used, So you mean a player that plays for the first time, 1100 base rating, then gets 1640 for a 4k, assuming 4 equal/lower survivors, which puts them almost at the 3000 hard cap, well above the matchmaking soft cap of 1900 for matchmaking.

    Sounds ridiculous as a "MMR" system.

    I think I had heard that on one of the developer streams, with the developer that had created the MMR system. Those may have been made up numbers to simplify the explanation of the system, though.

    Also, I assume there's a mathematical formula that those numbers go into, before the final MMR is reached.

  • @Decarcassor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556540#Comment_2556540

    Yes a 30 second heal for the one who placed the totem wich then enable fast speed self healing for every survivor within 24 meters. And the base mechanics of Boons broadcast totem locations to the whole team.

    Unlimited time efficient healing for the whole survivor team is kind of a bigger deal than Self Care. And If every survivor is doing it, there is no way for the killer to remove all the totems in any efficient fashion. So the survivors will always be fully healed without sacrificing nearly as much time as they would if they used Self Care.

    And we are not even talking about Shadow Step here, but this Boon, set up near any kind of strong structure where the killer allready does not really want to chase a good survivor is a pure lose/lose scenario. Lose the chase because the survivor becomes extremely annoying to track (god forbid they have Iron Will) or lose the chase because you stopped to snuff the totem.

    And again, Boons are revealed to survivors, so if you see a blue totem aura somewhere, you can run there expecting to find Shadow Step from a teammate and easily lose the killer.

    So simply put right now, while Boons cost a bit of time to set up, the benefits are massive and tremendously damage the killer's own time efficiency in return. Survivors can just keep Blessing totems after totems and the killer simply can't do much about it. This is why I want snuffing to have a more durable, impactfull effect and some Hexes to be capable of removing Boons.

    With Circle of Healing, a survivor still has to get to the boon totem and boon totems won't be placed in the middle of the map because that would be way to easy for a killer to destroy. So you have to include time to walk to the totem plus a 16 second heal. Another survivor can heal you off hook within 16 seconds which is faster than needing to go to the totem area (which probably would happen about half the time).

    I'm sure Circle of Healing will be used the first couple of weeks and will probably be used in lieu of Self-Care half the time after. But it's no where near a meta perk.

    Shadow Step is something that has needed to be put in the game for a while. If it wasn't Shadow Step, then Distortion would have been buffed or another survivor perk would have been added that nullifies aura reading abilities. There's way to many Killer aura reading abilities and no good counter on the Survivor side. Shadow Step is strong because Killers have been use to having free aura reading abilities since the beginning of the game and it looks like the Developers have finally noticed. First was Distortion, now Shadow Step and they'll probably be yet another aura nullifying perk on the next survivor.

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556912#Comment_2556912

    But the game wont balance whether or not a survivor holds m1 on gens?

    I think that gen-speeds are at the speed they are because the developers adjusted them to the most efficient tactic on the Killer side, which is proxy-tunneling a survivor out of the game, while not interacting with the other survivors.

    If you adjust one you would need to adjust the other. If you only nerfed proxy-tunneling, then the kiler-side kill rates would increase. If you only nerfed gen-speeds, then survivor-side escapes would increase.

  • @SoylentPixie said:

    Both sides have complaints that have been floating around for years now, what complaint do you most disagree with even if the majority of your side are adamant about it?

    This doesn't have to be restricted to forums, for example, even though mine does feature in the forums I see it mostly at end game chat.

    "You only won because you tunneled!" "Killers just camp and tunnel to win games!"

    No. Just no. I pretty much can't live without kindred in games, and even if I do drop it, I usually have empathy, so I get a front row seat to the dozens upon dozens of multi-lemming attempts at hook saves that turn someone being on their first hook, into three people being hooked and me staring sadly at my 80% completed gen.

    I literally run a build that is perfect for safe hook saves and quick recovery, but I like to let the killer actually leave the hook before I go anywhere near it, so when I see 2-3 yellow blobs surrounding the hook the very -second- kindred procs I'm already halfway giving up on the game.

    Contrary to popular belief, not every team has borrowed time, so they go down like sacks of potatoes, then the saved party attempts to get them up under the killers nose!

    "You tunneled"

    There are of course instances of tunnelling and camping, they aren't fun but meh...me getting your latest kill off hook and healing them with 100% increased healing likely isn't a picnic either so I don't grumble, but two thirds of the time, when I see a team whine together about being tunneled, they were actually too busy trying to play like a youtuber and jumping in before the killer was even 2 feet from the hook.

    I've played both sides, probably more survivor recently but I still do Killer.

    I do think gen-speeds are to fast.

    I also think gen-speeds are fast because they are adjusted for the most efficient tactic on the Killers side which is Proxy-Tunneling a single survivor out of the game. So I think if you nerf gen-speeds that Proxy-Tunneling would also need a nerf of some type to adjust both sides.

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556880#Comment_2556880

    Your point doesnt really make sense as most killers will proxy-tunnel AFTER they see the objectives fly by as 1-3 gens will pop after 1 chase. the genspeeds were not fixed to account for proxy-tunneling if you think they were I would like proof because rn the devs are working on how to make camping more punishable but say genspeeds are fine. there is a cause and effect between these 2 things and it starts with genspeeds. because killers arent in the power role and know genspeeds will make the game imbalanced then they feel like they have to proxy-tunnel in order to balance the game speed

    Game balance is designed around the fastest and most efficient method for doing an objective. Proxy-tunneling is the most effective and fastest method for Killers to do their object. Just because some Killers don't use Proxy-tunneling, other Killers do. The game has to be balanced to that.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/286543/would-you-be-ok-with-killers-being-able-to-relight-their-hexes-why-or-why-not

    *Laughs in boom totems*,

    I know that's kinda the reason behind this, but survivors thought old undying was bs, but at least it took 2 perk slots. This is just one perk slot for an infinite hex (basically infinite).

    I think they haven't thought this one through, and will probably need to nerf them considerably.

    The current boons are no where near meta perks. Maybe if you get a boon that acts like a Decisive Strike, then you would see a nerf.

    For example.

    Circle of Healing vs Self-Care

    Circle of Healing

    • 14 Seconds to Light
    • 16 Seconds to Use = Total of 30 seconds
    • Can be broken really easily by the killer so you will probably have to relight it. (Another 14 seconds)
    • All 4 survivors can use it.
    • Plus the time for you have to find a totem.
    • Plus the time you have to go to that totem when you are hurt. (Walking to the totem will probably require more than 15 seconds by itself)
    • Probably need another perk to find totems.

    Self-Care

    • 32 Second Heal
    • No time wasted finding totem
    • No time wasted moving to totem.

    As you can see, Circle of Healing is a convoluted Self Care. It's big advantage is all 4 survivors can use it, if for some reason, the Killer doesn't break it.

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556494#Comment_2556494

    I have PLENTY of fun camping and tunneling my friend and it is so satisfying seeing surv swf dc and suicide on hook when they play vs a sweaty killer that wants to win vs their 2 prove thyselves 2BNP and the rest meta perks. Playing this game got so much easier because entitles survs dont understand how to play vs it and get upset that the killer went against the survivors handbook for killers. thank you for your jab though, it was very helpful for creating civil dialogue.

    You sound like you are have loads of fun.

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556527#Comment_2556527

    If a killer proxy camps or tunnels survs still can get all 5 gens done and open an exit gate in the time it takes for the survivor to die on hook, tunneling and camping are legitimate strategies most killers use in RESPONSE to how the survs set the pace of the game (such as getting 2-3 gens done before 1st chase ends). its not fun but its not fun for killer either getting 1/12 hooks in the time it took survs to get 2/5 gens. tunneling and proxy camping are already counterable by surv perks (borrowed, ds, adrenaline, DH etc) that give them NUMEROUS second chances after they are unhooked. tunneling and camping can be reviewed after genspeeds are fixed but as they are tunneling and camping need 0 work rn as they are what killers can use to get back into the power role that they are forced out of

    The problem isn't "if a killer face-camps/proxy-tunnels", the problem is "because a killer can". The game is balanced to the most effective strategy. Do gens for survivors. Proxy-Tunneling for killers.

    Because every Killer can proxy-tunnel a survivor out of the game right off the bat, then gen speeds have to be fast enough to account for that strategy.

    Those 2 strategies balance off each other. You change one, you have to change the other.

  • @Elena said:

    The Twins

    While I don't play them as much anymore, around May of this year I tried them out and I mained them for about 3 months.

    I succeeded in several 4k's and had a lot of fun, even when I lost.

    Victor needs some skins!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556687#Comment_2556687

    So basically, a perfect system would run as such:

    1. You get 3-4K's until your MMR starts matching you with players that yield the desired K/D (2K/2E)
    2. You get 2K's until the gradual climb of MMR gets you in a match where you get a 0-1K
    3. Go To 1

    This is of course assuming that people play like robots, and don't have fluctuating results based on map, loadout changes, etc.

    The more you play, the more accurate it will become. A good MMR will put more weight on recent wins than older wins and there should be a time decay, so if you haven't played in a while, your MMR drops.

  • @Ragemage102 said:

    Yes they are lol. They are a higher rank than me therefore the game is placing me with way higher ranked survivors than it should. The matchmaking is broken

    Grades (No longer Ranks) only shows how long a player has played in the current season. It doesn't show skill.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556666#Comment_2556666

    I saw some typed this:

    • Higher mmr survivor escape: -5
    • Lower mmr escape: -10
    • Higher mmr kill: +20
    • Lower mmr kill: +10

    Means your mmr + 15 that match. That gain is quite high for me.

    Even if you kill 2 lower and have 2 higher escape, your mmr would be +10. No wonder Killers complain alot. Their mmr increased non stop.

    No.

    Each kill nets the killer 400 MMR. Each Escape nets the killer -400 MMR. Then you...

    • Higher mmr survivor escape: -5 = -405
    • Lower mmr escape: -10 = -410
    • Higher mmr kill: +20 = 420
    • Lower mmr kill: +10 = 410


  • @GoshJosh said:

    Genuinely curious devs, how do the upcoming hatch and key changes help in the effort to balance around two kills, two escapes? The hatch and keys sometimes offered an alternative escape for remaining survivors, only after powering at least three generators. Now we will just see more 3 and 4k games as survivors begin to get picked off. Won't this raise the kill rates significantly?

    Hatch Escapes do not count as a win or loss for the killer or survivor. Neither do DCs.

    Also, it's not exactly balanced on 2e/2k.

  • @EntitySpawn said:

    So you're saying the people that quit dont lose mmr but when I'm stuck in a 2v1 I will lose mmr?

    Honestly not surprised, would be too much effort in the devs eyes. Took 2 years for SBMM to be based of kills and escapes lol

    Yes.

    But think of it like this. SBMMR makes it more likely the Killer is going to go easier on you, because if the Killer just kills you in a 2 vs 1, it will make your next match easier but the Killer's match harder.

    When I play Killer, I don't want to raise my MMR to make my next match harder for a lope-sided match. Then again, I'm one of the few Killers that will play extremely easy on a 3 vs 1 and will let the survivors go.

  • @JawsIsTheNextKiller said:

    I don't think this one will be answered by a mod because knowing the answer will tell people how to abuse it:

    • If a DC makes you MMR go down, people who want to derank will DC at the start of games.
    • If it counts as a null, survivors who want to avoid deranking will DC just before they are hooked for the last time. Killers will do it as soon as the game starts to slip away.

    I hope a survivor that DCs near the start of the game will be a null for the killer and the remaining survivors will give a less than full mmr increase to reflect how much easier the rest of the game will be.

    It's already been answered.

    A DC does not count as a win or a loss for either the survivor or the killer.

  • @TMNoThumbs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555300#Comment_2555300

    Sorry, your original post was a little hard to digest. I was just trying to get across that the game is only ranked, even with invisible rating and no leader board.

    How is the different than not being ranked? League of Legends has a ranked mode that uses a SBMMR. It also has a non-ranked mode that also uses a SBMMR. The only difference is you don't know your SBMMR ranking. So based on LOL, DBD is actually unranked because it doesn't show a ranking.

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