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  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807597#Comment_2807597

    I promise you, the amount of players who WANT to be competitive, is several factors larger than the "lol its just a silly party game bro" players. Introducing such a system, would only attract more competitive players to DBD, and keep them here.

    Ranked would be the new queue to join and have lower queue times.

    Unranked would experience higher queue times yes.

    They already tried that. And it was called Death Garden. It did not work.

  • @Laurie268 said:

    Why do you keep mentioning decisive strike and borrowed time? The only time they work is if the killer starts tunneling. If you don’t tunnel survivors lose 2 perks. Also nemesis is pretty bad against good survivors. If you want 4ks consistently master blight, nurse or oni.

    Spoken like someone who has never played killer at a "high" MMR or even just old rank 1.

    My games will have 2 gens done before corrupt is over sometimes. You are going to not tunnel in a game like that? Then you are going to lose. It's not a matter of playing better at all. Gen speeds are too fast to not tunnel and still win with the majority of the killer roster; barring the survivors being potato.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807553#Comment_2807553

    Not to mention infinity loops have made thier way back into maps...... Midwich has a few that can spawn on the 2nd floor....combine that with all the vaults to the 1st floor chases can be a challenge....but I found out something on Coldwind map....do you know you can see survivors shadows if they are messing around the drop hole....found that out last night when I was heading into the house and saw the light shining on the ground and saw a Claudette shadow....

    I have not seen any on Midwich, and that's my favorite map beyond RPD so I am playing there all the time. Always vault the window after the survivor at the staircases, don't walk down them. It's almost always faster to just vault after them from the 2nd floor. Always kick the doors next to the windows as you are walking around the map.

    If you see a survivor way down at the end of the hallway, don't even bother chasing it. Go through the middle and try to cut them off. There's alot of pretty big brain plays you can do on that map, and there's no stupidly strong loops. That's why I send myself there alot as killer.

  • @fulltonon said:

    Most killers have literally nothing they can do against safe palette/god windows/shift+w, only entity blocking and breaking palette.

    Basically, survivors can utilize their own knowledge to make chase longer no matter what, there is no counter for it unless killers can do some kind of anti-loop or extreme mobility.

    Well that's why I never take off bamboozle on my M1 killers. Too many busted windows for that. They removed a few of the legit god windows a while ago but have gone and added a bunch back in recently.

    Coup de grace is actually a super nice perk now. A practically guaranteed down on demand is pretty nice, even if you only get a few.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807485#Comment_2807485

    Solo queue is usually the MOST popular attraction in any multiplayer game. There are many, many, many players who play Solo queue. I am one of them. We don't all have multiple friends to play SWF with all day.

    DBD does not have to go full Solo queue. It could allow a maximum of 2 SWF's to enter the Solo queue. So matchmaking would pair 2 SWF's with 2 solo queues... or 4 solo queues together. in a "Solo/SWF queue"

    And your point about Yun-Jun Lee's perk was already addressed in my previous posts.

    Well it doesn't really address that DBD is not a game where you can carry. You can only carry if the killer decides to commit to you the entire game. They can decide to leave you to generators and find someone less capable at looping, and then you are powerless. Your team can be murdered with no meaningful input from you whatsoever.

    I play as a team when it's beneficial. I have had games where at 5 gens left, with me starting the match off by holding W to the nearest gen, all 3 of my teammates are downed and hooked. I just let them die, no way we are winning that game and it's going to be musical chairs for who gets the hatch. So I will ensure it's me in that scenario. And I think even the killer commented on how cold blooded that was because it was a TTV but then he said "that was the correct play" after I got out.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807393#Comment_2807393

    If the game would stop being so edgy and just embrace that all Survivors are a TEAM....

    a lot of problems would fix themselves.

    A survivor dying would go from :

    "omg why did you tunnel me first, man"

    would turn into....

    "at least I died for my team and got points for helping them escape!"

    That's called playing in a SWF.

    Solo Q is more like a battle royal. Especially if the killer turns out to be really skilled. You do whatever it takes to survive. If it involves stabbing your team in the back, well that's the game.

    It's just like real life, the team starts out cooperating and then as people start dying it usually takes a turn for the dark side. I would say I kill a fair amount of survivors as a survivor regularly. And the game literally encourages me to do it, go read the perk descriptions for Yun-Jin Lee.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807356#Comment_2807356

    Exhibit A on why this game is so toxic and completely lost and will never be ready for competitive play. It has no direction. BHVR needs to leave their love of chaos to another game. There is NO "go it alone" .... because Killers are designed to win chases. So if everyone is "go it alone" and you get hooked first, you're dead? Lol at that toxic gameplay.

    And notice how the devs don't actually have the fortitude to go through with their "or go it alone" dogma. They do not allow Hatch escapes to count for MMR. Why is this? Because they know how many people would just never do a gen and wait for everyone to die and escape via hatch. So they know how toxic and stupid that "Survive together.. or not" idea is.

    This game needs to be "SURVIVE TOGETHER"

    All other problems will solve itself once that is the stated goal. Then you can accurately rate players. And increase the factor of fun by several magnitudes. "I died a hero for my team!" instead of the bitter experience we have now.

    It's about as competitive as Mario Kart. Treat it as such and you will have a much better time.

    I don't expect anything in a solo Q game. And I am entitled to nothing other than to die screaming.

    It's not a game where you always have the capability to carry a bad team. Sometimes the cord needs to be cut.

  • https://i.imgur.com/k2KmaFU.png

    It's a key feature. Taking aggro isn't something I do willingly, it's always a losing battle. Only do it if it's beneficial for your own survival in solo Q.

    SWF is a totally different game.

  • If she doesn't crawl out of a Television or Well I will be extremely disappointed

  • @Tiufal said:

    Is it really that hard to understand that grades arent related to matchmaking and skill?

    Time played definitely relates to skill. It's not the only factor, but there is no MMR decay.

    So you could step away for 4 months and come straight back into people who have played 8 hours a day for the entire duration of your absence.

  • I gotta say, a false hackusation is probably the biggest compliment you can give.

    And you got the TTV goons who will cry streamsniper if you stomp on them so they have an excuse for losing. So I think people are pretty predisposed to justifying why they lost in a video game.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807154#Comment_2807154

    This right here just about sums it up for me. Have an item you bring in the match? Have to drop it and possibly never see it again. Solo queue and running for the box? Sorry, another teammate was doing the same and got it already. Holding the box? Choose between perma oblivious and chains, or perma chains while trying to solve .. and giving him the chance to teleport right on top of you.

    I could care less about his portal ability - that requires skill and sometimes results in nothing. It’s all about the chain hunt and the box doing half the job for Pinhead players.

    I think it's a great mechanic. It's actually a legitimate side objective like pig boxes. Obviously solo que teams fall apart sometimes but then again the precious MMR system should prevent that, right?

    People pretty much need to be fed to the box. And it's thematic as #########, but two; it actually forces survivors to think about their decisions instead of mindlessly pounding gens. Does the guy who is injured and on death hook go get the box because it is right next to him? I have seen it, and punished it accordingly.

    Where do you start to solve it? Etc etc. All those are big decisions that can cause your team to lose if you make the wrong one. Of course people will be mad when they are punished because of their team's mistakes, but that's nothing new to DBD really. Ask anyone getting tier 3'd on by Myers after not seeing him the entire game.

  • I was gonna say letting someone open the exit gate as pinhead, and then landing a chain on them at the last second so they die to the endgame collapse anyways. In a game where the first 2 survivors ragequit, one suicided, and the person in question offered party streamers.

    I think that's the only act I have done where I have questioned the ethics in quite some time.

  • @BoriskyTheFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807211#Comment_2807211

    "He is a difficult killer to play" is an invalid argument because it doesnt disprove the fact that Pinhead is overpowered.

    I honestly only think his killrate is so high because consoles get screwed over trying to take the chains off when they are going to vault a pallet.

    His anti-loop is only oppressive if you are playing him perfectly, otherwise it's mediocre. And any killer is going to be very oppressive played perfectly.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807211#Comment_2807211

    I can even say nurse is easier to land hit than landing a chain as pinhead.

    You have to put it right on top of them, land it, and then you have to have done it at the apex of the loop. Then you have to pray to the RNG gods they don't instantly break out (I always run impaling wire on him because of that). THEN you go over and get an M1.

    It's so much work as opposed to just teleporting on top of someone's head.

    He does snowball like a beast if you are good at it, but any killer does.

  • @Aurelle said:

    Because you literally can't do anything against Pinhead.

    Can't solve the box because the chains will interrupt you or Pinhead will teleport right next to you. Can't loop him because he will send a chain after you and slow you down so he can get a free hit. Can't do gens because most Pinhead's bring the most busted gen slowdown/regression builds.

    So yeah, I don't blame survivors for giving up against this ridiculous killer.

    He's still a super difficult killer to play.

    Anyone who can land the chains correctly and consistently could be just killing you with Nurse and skipping over the rest of the game too, honestly.

  • @Iudex_Nemesis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807065#Comment_2807065

    I used the same build with bloodwarden instead of MYC (might switch to No way out). I had a match as demo where a meg completely screwed her team over by opening the exit game too early.

    No way out makes it like 5x better. Then you actually have time to get multiple rancor's instead of just one. Bloodwarden with it is pointless since you are not going to be hooking anyone.

  • @Aurelle said:

    If they're not going to fix the fog, then just delete the mist offerings. There's no point of them clogging up the bloodweb.

    It probably just murders the consoles by now.

    I remember the days where a purple mist was a game changing offering and totally transformed the map. They used to be really good for stealth killers or people wanting to play DbD as hide-and-seek rather than an action game.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802221#Comment_2802221

    It actually did matter, because it was the difference of you being able to hookswap and even maybe get out if you played your cards right, or join your teammate since Billy rushed at you the moment you turned your face around the corner.

    I mean, Billy chases can go almost exactly the same way as Bubba chases. It just requires like 3x the skill, which is more balanced around how he can travel the map in 5 seconds and LF has to slowly walk everywhere so W is a much much more effective counter.

    With enough skill Billy is threatening the instadown at almost every loop as well, and requires you to feed him a pallet which he instantly breaks (which is why lo pro chains are amazing if you are amazing at Billy)

    If Bubba closes the gap on you, the strong chase is the punishment for it. Billy can show up at your gen pretty much instantly so he needs more counterplay for the instadown. Especially in the days of spread out tiles, I can see why he was nerfed. Except then BHVR went in and added in maps that were just as pallet dense as the pre-spread maps like a year later.

  • @Nathan13 said:

    Is MMR different for every killer or is it the same for all of them?? If I was to buy a new killer do I start at the lowest MMR on them??

    Doesn't differ at all. I have killers I have almost not played at all since MMR and they get the same caliber survivors as my most played killers.

  • https://i.imgur.com/ZDY0Qfn.png

    Not exactly a meme build but a pretty effective off meta cheese. Midwich Wraith with blood favor is sooooo cheesy especially with an addon to lead you right to the gens.

    I find the biggest counter is exhaustion perks getting them more than 32m away so mindbreaker to nullify them, as well as all seeing to find which gens they are on to use it.

    I use no way out since the build completely falls apart once blood favor is gone but it's some super cheese downs before that point and target swapping is a possibility since people will basically go down by default if you hit them off a generator, regardless of skill level.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805938#Comment_2805938

    So we can look forward to more nurse buffs coming, nice.

    It proves the thread is wrong about him taking no skill, that's for certain. You need to know the maps inside and out to do well as blight, and then have strong mechanical skills on top of it.

    Your average DbD killer probably doesn't even play this game that long to ever develop that level of knowledge. DBD is is League of Legends if League balanced around silver elo. But then they put in MMR and left Platinum+ a total mess.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805909#Comment_2805909

    It's better to balance killers around maps than the other way around. Like if they truly want to get at least close to balancing this game they need to fix all of what you said before touching certain killers. Toning down nurse and blight is just a band-aid fix that leads to survivors to still overperform vs all the other killers.

    The devs have already stated they don't care about high MMR. Multiple times. They care about the average playbase and in the hands of average players blight is hot garbage and has one of the lowest kill rates.

    Why do you think killers like Clown literally got add-ons nerfed when Blight add-ons were getting buffed? Cause Clown is literally better at their median skill level.

  • @HaunterofShadows said:

    I am curious how long Hex totems usually last in your experience.

    Ruin Undying? Usually 1-2 minutes depending on the map. Ruin? Under 1 minute.

    Ruin, Plaything, Pentimento? They will be up like 80% of the game. It's actually pretty nuts since you can get up to 10 totems essentially, and all of them are crippling. More so if the person who blew up the plaything is dead by the time you relight it so two people have to find it.

    Then you put that build onto a killer who already has side objectives (Pig, Pinhead, etc) and you are golden. That build on pinhead is pretty nutty and easily overwhelms survivors if you are getting downs quickly.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805617#Comment_2805617

    Go back see how maps were in 2019 and before. You don't know how much more easy our worse current maps are than what it was.

    I said they give me 2017 vibes. Especially "The Game" which is actually ridiculous. Father Campbells chapel? Used to be the most balanced map in the game. The rework added a legitimate god window, tons of annoying breakable walls that might as well be predropped pallets, and gave the ability for jungle gyms to spawn double windows in parallel with the shack!

    And the maps honestly didn't matter back then because literally every and their mother was playing 3-5 blink nurse so the 30 pallets and exhaustion recovering while running were moot. And if you were not playing nurse you had old school mori's.

    But now the devs want you to go try to win with weak killers on a map like that without anything BS to use? Yeah right.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805575#Comment_2805575

    Step by step the game become more balanced. You have to be quite blind to not see it.

    Yes them reworking maps to be super survivor sided is more balanced. They have released some of the most unbalanced maps in years lately and some of them give me 2017 vibes.

    The maps and their totem spawns are easily the biggest balancing problem and they take almost no steps to address it. That's why half the offerings you see are Coldwind, Springwood, RPD, The Game, Haddo, etc etc. Cause they are all braindead easy to loop on. It takes a real spud to go down to M1 killers on those maps but survivors do manage it somehow, and then come here to complain killer is OP.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804657#Comment_2804657

    Thing is Nurse really isnt all that hard to learn compared to the other killers, I think the reason why so many people struggle with her at first is because of the numerous misconceptions that have been floating around, a big one being shes a killer all about guessing/reading your opponent.

    Maybe not hard to learn, but definitely more punishing for mistakes than almost any other killer. I would say Twins is actually the most punishing for missing Victor, but Nurse has so many more opportunities to mess things up.

    And she is all about guessing/reading depending on the map, especially some of the newer ones like Eye where there are LoS blockers every 5 feet.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804849#Comment_2804849

    I disagree. It's in a good spot right now. People just want them to be nerfed until they are useless. Let's be honest.

    Nah, it still single handedly renders a bunch of killers obsolete. Pretty awful gameplay design, good for collecting money though. Self healing used to be a resource instead of freely handed out.

    It's pretty easy to adapt as killer, just play instadown characters, extremely strong 1v1 characters, and plague. But sometimes I wanna play someone like wraith and the game is like nah go screw yourself, commit to downs or the survivors heal in 10 seconds.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804904#Comment_2804904

    Man... you don´t need to play RE.

    Here was a thread with a drawn map of the RPD map. Can´t repost atm.

    Just learn it - it is really not that difficult.

    And a lot of gens are fixed. Always in main hall or the little room left (from front exit) or above. I think always in the bathroom on top and so on.

    After playing this a few times you really should know these things.

    May the Goldfish is not so far fetched...

    Yeah I actually love going to this map on both sides. People send me there thinking it's the new Haddo or something but I know it inside out by now. There's really only a handful of strong loops and a few god pallets. And it has a really, really bad tendency to spawn people ~10 feet from the killer at the main exit. As shown below.

    https://www.youtube.com/watch?v=XKcdmiltL3s

    What other map are you gonna do that on? I always run straight to that at the start of any killer game if im close enough lol. Granted, the Ace was probably drunk but still.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799013#Comment_2799013

    I suppose it's down to difference in killer choices, I've been playing a lot of Nemesis lately and I've found a neat trick with it that's been fun

    The scourge hook perk techincally causes zombies to be attracted to the generator that blows up, which as you can imagine is super useful in making zombies actually do something instead of hugging a tree all game

    I could see it. The shattered stars badge actually makes the zombies stupid fast if you have an ink ribbon to go with it. I usually try to play Nemesis with a map offering to avoid the maps that glitch the zombies out the most (swamp, red forest, etc).

    Though I prefer Pyramid Head to Nemesis since Nem is more about flicking the tentacle and Phead is more about just zoning the crap out of people which is easier to execute consistently imo.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798999#Comment_2798999

    My problem with Pop is I don't typically play the higher mobility killers so I have to haul myself from a hook all the way to a gen that's usually far away and by the time I get there it's too late. Scourge Hook + Pop is the best combo for this since it's best of both worlds

    I understand what you mean though, you're totally right that maps and RNG screw over scourge hook perks. I've not had bad experiences with them myself but if you have then I'm sure I will as well eventually.

    I'd say it's more consistant than Hexes, not as strong though.

    I mean it's nice when it works but sometimes it just totally falls apart. Indoor maps are horrible for it, and Boil Over users also can severely limit your hook choices.

    I mostly play high mobility killers these days so pop is my go-to. Billy, Blight, Wraith; and then my favorite low mobility killers are Pyramid Head / Bubba both of which can just pop a nearby gen and return to the hook rather than having to get into the next chase. Pyramid Head especially doesn't want to go too far since he can tunnel tormented people off the hooks for free.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798950#Comment_2798950

    Scourge Hooks are in my view one of the most consistant gen regression perks in the game if you don't struggle to down survivors. It has no cooldown, making exchanges/slugging very rewarding for the perk. Not to mention it heavily helps killers with low mobility exert map pressure which is especially important when all 4 survivors are still alive

    In my time using the perk since it came out, I've found the Scourge hook RNG is usually pretty good overall - I've only once had a time where they weren't spread evenly across the map

    I mean I think that is Pop. Scourge hooks frequently spawn too far from the places I am downing people to ever use them. Even worse if I am on a weaker killer and have cleared out the pallets in one area, and then there is no scourge hook nearby. Then I have created a dead zone where I want to get downs at but cannot use my perk in.

    I had a map just earlier today where I tried it out again, and it was Mother's Dwelling. It was as Clown against some main building humpers and the God window spawned in so I basically had to avoid that section of the map like the plague. But guess what? All my scourge hooks were over there so I was down a perk the whole game. Woulda got more use out of pretty much any other perk.

    So I get games like that and stop using it.

  • I just can't get behind scourge hooks. Maybe if they made basement hooks scourge hooks by default. It's like the RNG of ruin but without the game changing regression of ruin. And it also makes a basement hook a disadvantage to use.

    Lethal Pursuer also is eh, I usually don't find it worth it unless you plan on tunneling someone to death. Otherwise it doesn't actually save you ~that~ much time especially as blight. Alot of the times you can find people in your first rush chain anyways. Unless you actually land the hit with it, it's a wasted perk slot alot of the time. I do discordance for early game tracking all the way.

    I have been doing Ruin, Pop, Enduring, Spirit Fury along with Compound 33 + Blighted Crow and have yet to find a more fun build to run on him.

    I never run addonless, don't see the point. At a minimum id probably stack recovery addons.

  • @Barbarossa2020 said:

    Go afk then come back.

    Killers put up with this every match with survs standing at the gate wasting time.

    Nah not really. As the killer you can just go force them out. You only have to wait if you want to be spared the teabags. I usually just go stand in the basement to not give them the satisfaction out of pettiness, but it's really as simple as and going and whacking them a few times.

  • @ASurvkillivorer said:

    Lol, you're literally asking for an official way to evade the ban timer. In that world would that option make any sense? It's THERE to prevent the very thing your asking for lol.

    I mean having the option to bleed out faster would not be too too different from hook suicide

  • @lagosta said:

    You're a troll, right? I'm gonna take the bait anyway.

    Slinger deserved a nerf not bc of numbers, he was the middle of the pack, but due to being wholly unfun to go against. If the shot didn't connect, it was his fault, not your achievement as with quick scope no one can react in time to dodge a bullet. Furthermore, he could just walk up to you while raising his gun without even taking a shot and still be effective. Underperforming is no excuse to have a killer with such a deranged kit.

    For Hillbilly, you're missing the point. Instasaw Billy was way too much for this game. Those add-ons needed to go, but Billy didn't deserve the Overheat mechanic. That overly punishes players, especially the ones trying to learn him.

    Clown was nerfed? They removed the speed penalty while holding a bottle, reduced reload from 5 to 3 seconds, and added a new bottle and you say that's a nerf? You're delusional. I'm not even going to comment after this.

    I would take old clown back in a heartbeat. The only good change was the reload speed. Yellow bottles are almost never worth using over purple ones; and all the addons that have been made for yellow bottles took away from the purple ones. Including some of his best purple ones like exhaustion and the old garish makeup kit which I sorely miss.

  • I think Backwater Swamp are the best tombstone maps. Lockers are few and far between. The deadzones can be extensive. There are huge line of sight channels for easy stalking.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798861#Comment_2798861

    windows of opportunity, ill try that :) i do struggle with looping because i never know where to go to have a pallet or window, i think thats a kate perk. and with her boil over being so strong right now i guess its not a bad time to get her lol and i never thought ot be the first to chase, it makes sense though that all pallets will be available to me. nothing stiings quite like thinking you got a pallet around the corner and its not there xD

    Looping in this game is mostly map knowledge. It's really only against some of the higher tier killers you actually need to be dodging shots in between planning your routes. So knowing the maps is like half the battle because looping itself isn't too difficult.

    Don't ever predrop unless the killer is super strong or way more skilled than you. I am not sure if you have dead hard or not but being super greedy at pallets is a hallmark of good survivor players.

    Playing the killers you struggle against will also help. I would never be nearly as good of a killer if I did not play both sides, since it helped me understand the red light manipulation much better. Killer is also pretty much looping 24/7 so you get way more experience with what does and does not work. I found out about all the infinite / ridiculously strong loops by getting run at them.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798845#Comment_2798845

    Any advice for those killers I listed? I wasn't concerned with anything to do with rank or MMR.

    Lower tier survivor strats?

    If you wanna get good at survivor fast, I would say run object of obsession. It used to be alot more busted back in the day but you can still get into chases fairly quickly with it.

    Throw yourself at the killer and see how long you last. But try to start it from a good position (i.e. with lots of safety around). Click the flashlight, teabag at the pallets, etc etc to try and get them to chase you.

    You wanna be the first one chased so you have the entire map full of pallets to use. Maybe run Windows of Opportunity if you are not familiar with the layouts.

    Of course, it's not a good survival strategy. But if you want to get better at looping there's no better way than looping. Hiding won't get you any experience.

  • @The_Krapper said:

    The perfect counter to all this is to get good with Pyramid Head as a killer because when they employ this strategy you can torment the area and then slug and cage , I had a squad try a No mither, boil over, soul guard build on RPD before they added the hooks and I literally just tormented the area and downed everyone and immediately caged them and the match was over because you can't even attempt in the cage

    PHead still has a fair amount of problems as a killer and you will get the survivors that permanently hold W and never allow themselves to be tormented, because using their DS is more important than trying to loop because it's that strong.

    Although I've found that in the land of boil over and CoH; alot of people are skimping on the DS. Hard tunneling the first survivor you down with a powerful 1v1 character works alot since you can usually focus someone to death before people in your lobby even get a chance to try to go abuse the broken spots.

  • @BabyCameron10 said:

    I know it’s getting a change soon but for now, How do you guys deal with it?

    I felt like a POS for a slugging a Nea who brought Boil Over and a Crow’s Eye offering. She kept going to the top and wanted to get downed there so she can get use out of Boil Over and I can prevent hooking her. I didn’t bother hooking her because there wasn’t any hooks around.

    I didn’t really struggle to keep her there as I was playing The Twins. It was pretty funny as I kept her on the ground with Charlotte and went to apply pressure with Victor. I would’ve really like to see her reaction but she was on a different platform. I felt pretty scummy for doing that to her but she kinda had it in for her. She ended up getting killed because of the timer for being slugged so long.

    Is there any way to get to the hook in a situation like that or do I keep doing that for now?

    Playing "toxic" straight as you spawn in works well for me. Picking a character who can deal with Boil Over better than others works well. There's not much boil over abuse against a basement Bubba or Tombstone Myers, I will say that.

    I have been going out of my way to kill as many as I can on first hook. If some peoples games are effectively over after 20-30 seconds of being in the match, so be it. I'm trying to do that anyways because its efficient killer gameplay but Boil Over is even more of an excuse.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798142#Comment_2798142

    So Oni waste a bunch of time gathering orbs, that's also not going to go well. If you wipe out the entire team in one power they were a bad team or really misplayed. But again, not the focus.

    Moonwalk to the area, then you look around. If they're relying on SC you'll be too close for them to just run around unless they want to get found. What'd you be doing without moonwalk? Going to the area then looking around. Its the same. One avoids SC one doesn't, the superior choice should be obvious.

    "Nobody is going down to an M1 killer at high MMR in any sort of reasonable timeframe."

    Yes this is true. Again they are both bad killers no one is saying Myers is good. They both have to work for it but GF has bigger downsides such as CD, free premonition, countered by looking at him, no chase power at all, only 45 seconds vs Myers 60, only on one survivor, losing all stalk progress on a survivor if you hit them outside of power, normal TR when he can't 1 shot. Myers has to work a little bit more, but has a much bigger payoff and less downsides. Myers has to wait 10 more second for his expose on everyone with perma stealth that can't be turned off and for the rest of the match its 10 seconds to put everyone back in it.

    "M1ing as Myers is a total waste of time."

    This attitude is why you're struggling more than you should be. Its not about downing them, its about making them waste time by healing or risk getting 1 shot later. You don't chase, you get the hit, stalk, or you get the stalk then hit, or you just stalk, but you should not be doing exclusively stalk or exclusively hit for the entire match, thats a bad idea.

    "And Myers can't "Cheese" stalk. That's only a Ghostface thing where you spam the lean stalk / crouch while hiding behind a barrel or something so they can't reveal you even though they clearly know where you are"

    You're not cheesing stalk then you're cheesing reveal which Myers doesn't even have to worry about to begin with. Obviously a better situation, not to mention the extra wasted time you're tacking on by doing that.

    Spreading damage is a 100% waste of time since circle of healing was a thing. Hitting someone and letting them run off accomplishes almost nothing these days. They will be back to full health in under 10 seconds. Especially on weaker killers, you have to hard commit to downs at all but the strongest structures. People bring in medkits more than ever too. It's not uncommon for me to see 3+ medkits in any given lobby.

    And Oni is pretty much a free down in his power if you are really good with him. That's why everyone runs IF on him because he is the undisputedly strongest killer in the game in his power. It's worth waiting for. Tier 3 myers is not unless it's tombstone.

    And still, my argument isn't that Tier 3 myers isn't better than Ghostface. It's that Ghostface is much better in the first 20-30 seconds of the game which are super critical in the MMR days. With lethal pursuer I have literally had downs in the first 10 seconds of the game. Myers would still be stalking to get out of tier 1 because he probably could not have even reached that location yet.

    Ghostface can get his down, get his regression perks rolling, and generally start a snowball significantly earlier than Myers ever can. Even if Myers can snowball or camp much better once he actually has stalked all the way to tier 3.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798053#Comment_2798053

    "There is no reason to be moonwalking around there."

    Spine Chill? So now you're refusing to counter the perk but then complaining about the perk working.

    "Sitting at the unblocked gens waiting for a chase"

    Yeah that sounds like a bad idea, why are you doing that? Who said you should be doing that?

    " I literally never M1 on him without tier 3 up. That's relegating yourself to an M1 killer"

    Well thats a bad idea, you're playing Myers wrong. You're playing a game of extremes where you never M1, which is giving the survivors unnecessary free time and building no pressure, or you "relegating yourself to an M1 killer" by not using you power at all, which is obviously bad. You should be somewhere in the middle and using your stealth to get free hits where appropriate. Survivors will typically heal against stealth killers because if they don't they just get 1 hit the next time they get snuck up on. Yeah when you're ignoring half the killers power you're going to have a bad time.

    "especially if you know how to cheese the stalking."

    and Myers can't cheese stalking because?

    Myers doesn't go on a rampage, neither does GF, whose saying they're going on a rampage? Is he weak? Yes. Is he the weakest? No. Is he weaker than GF? Also no.

    On a side note, high MMR survivors typically have little trouble with Oni since he's an M1 killer that needs 2-3 separate chases with different survivors to even get his power going, but he's not the point of this discussion.

    The way you play Oni is by hitting 1 survivor and farming up your first power use. That's why I always run extra blood orbs on him since you get there 33% faster. He can afford to mess around doing that because he can wipe out the whole team in a single power use sometimes. Myers can only do that if he is playing against a bad survivor team.

    And I don't know what you expect me to be doing? Moonwalking around randomly? Because the survivors locations in the corrupt area will be random. You can only really cheese spine chill going up to generators.

    And no, M1ing as Myers is a total waste of time. If you can down the survivors fast enough to win as a pure low mobility M1 killer you were at low MMR. You need the 1 shots on both of them, and right off the rip. Nobody is going down to an M1 killer at high MMR in any sort of reasonable timeframe. Especially not on safe maps. All either of them will have is the sneak attack 1 shot. And ghostface has it immedietly. Myers has to work for it.

    And Myers can't "Cheese" stalk. That's only a Ghostface thing where you spam the lean stalk / crouch while hiding behind a barrel or something so they can't reveal you even though they clearly know where you are.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797956#Comment_2797956

    Moonwalking doesn't slow you down, you have the same amount of time you would not moonwalking.

    They can only interpret the information if you give it to them, so don't by looking away.

    If they're inside a structure you can literally turn the corner and stalk them since they cant see you coming, at that range we're looking at ~6-7 seconds of stalking. Indoor maps are great for Myers for a reason.

    You wouldn't need to swap targets if you did it right the first time. Yes its frustrating to lose for 1 mistake early, but thats 90% of the killers in the game, not Myers exclusive. Same happens with GF except now he's on CD and has normal TR.

    He's better 10 seconds after finding someone, I don't think that's "late game".

    I am a corrupt intervention user. Typically I am finding my first chase out near the corrupted generators. There is no reason to be moonwalking around there. Nobody is going to be on a gen because they are blocked.

    Sitting at the unblocked gens waiting for a chase is typically a recipe for failure outside a handful of maps (Sanctum of Wrath, Azarovs, etc) where the survivors are likely to spawn parallel to you.

    Two, Myers still needs the full bar to be useful. I literally never M1 on him without tier 3 up. That's relegating yourself to an M1 killer which also is a game throwing move.

    Ghostface can have such explosive early games that Myers cannot dream of. Especially with perks like Lethal Pursuer or Discordance; and especially if you know how to cheese the stalking.

    The days of Myers hitting tier 3 and going on a rampage are over since MMR. That is Oni's job now. Most high MMR survivors will loop him trivially even in tier 3. I usually run 3 chase perks on him to compensate for how weak he is against strong loops. Coup de grace has gotta be one of his best perks outside tombstones.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797361#Comment_2797361

    I find it funny that we can determine an early/mid/end game in a game that only lasts 5-6 minutes at most lol

    Well it's pretty simple how I determine it. Perks that work straight off the bat are early game. Corrupt, Whispers, Lethal Pursuer, Ruin, etc.

    Perks that work once you get a hook are mid-game. Pop, Pain Resonance, Dead Mans Switch, etc.

    Perks that work once all the gens are done are lategame. NOED, NWO, Rancor, etc.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797370#Comment_2797370

    Approach the gen backwards? Then you turn around to stalk them. This is a commonly known way to play around the perk and not hard to do.

    That's how I play the 2 stalky bois, survivors still get caught on gens by surprise. Also GF has the same problem, but somehow this only prevents Myers because reasons?

    Spine chill is not base kit and its easy enough to play around if your conscious of it.

    Not taking precautions against the perk when it has an easy counter is on the killer player, so like I said "the survivors aren't good you're just bad".

    SC changes little if you keep it in mind, you're still going to get your 10 seconds. Everything I said holds up even with SC in play if the killer plays correctly around it, which isn't asking a lot.

    The most that'll happen is bad survivors, which don't look around, might run a little earlier. But if they're bad you're going to win anyways. If they're good they'll notice you anyway. To be a little lenient lets say we're maybe going from 10 seconds to 12, as you just maybe save them some time of spinning their camera and people don't leave the moment SC lights up, they wait a bit. Not character breaking and in no way getting you "trapped in tier 1".

    Meanwhile GF gives everyone basekit Premonition with no CD which doesn't care which direction GF is facing.

    In the early game, you are not going to really have the time to be moonwalking around to avoid spine chill. When you are searching for the first survivor, the odds are overwhelmingly in a spine chill users favor to notice you before you notice them.

    It is a much more popular perk than whispers, which I think is a bad choice for both Myers / GF since their stealth already lets them find people for "free" alot of the time. Most spine chill users are boosted apes, but you will hit the users who interpret the information very well and will always be in a position to loop you when you find them.

    It's crippling as Myers for your first one or two survivors to already be at a super safe structure where you cannot stalk them easily in tier 1. Ghostface just loses his 1 shot, Myers loses his friggin movespeed if it happens.

    I am at an MMR where 3 gens will get done in 2-2.5 minutes with corrupt intervention equipped so even wasting 10-20 seconds having to swap targets because my first survivor was a spine chill users who was preemtively at the shack or something can lose the game.

    I think he is better lategame than ghostface, but as I said, many games the gens go by so fast there barely is a lategame. I would rather have the early game power in a game as snowball reliant as DBD.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797375#Comment_2797375

    You mean, you have problems when playing as the plague? If yes, i can probably try to explain it a little because they are in fact pretty weird, but certainly not broken...

    No, they are broken. I had the misfortune of playing plague before dedicated servers. Back then you would hit a survivor, they would get splashed by puke, scream, and then the actually be infected.

    Right now you can literally watch the survivors wave their hands around and scream like they got hit with 0 infection happening. I think it's the most obnoxious bug in the game to me and I never play her because of it.

  • My braincells stop working on plague too after I am thrown into a rage by completely broken vomit hitboxes. No killer do I ever feel more robbed on than Plague.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2795112#Comment_2795112

    if you're getting trapped in tier 1 the survivors aren't good you're just bad, or the map screwed you over real hard. It should only take ~10 seconds of stalking to tier up.

    You cant tell me you cant even look at a survivor for 10 seconds.

    " 30+ seconds stalking first to do anything."

    30 seconds? You can walk pretty close to them and stalk them since you know, no TR or warning. How are you stuck in T1 for 30 seconds of just stalking? Are you stalking them from across the map?

    You can spawn in, hit tier 2 before anyone knows its Myers as well. But somehow we're stuck in tier 1??? Meanwhile if survivors just pan their camera around they get an audio warning that GF is within 32 meters, and which direction, even if they don't directly notice him.

    You must not read very closely. I almost don't even wanna respond to that but the answer is spine chill, which I literally stated in the same sentence. That's exactly how you can get trapped in tier 1.

  • @danielmaster87 said:

    It's too strong. It leads to situations where no matter what you do as killer, save for one or two specific killers, all the survivors are guaranteed to get out. They might not, but they'd have to royally mess up for that to happen.

    The killer had to make it all the way to endgame with 4 survivors alive for that to happen. So that's pretty much on them.

    If you are playing a killer without a 1 shot and no endgame perks, getting 4 man outed is always the risk you take by playing poorly. I would not complain about hitting endgame when I stacked early / midgame perks and failed.

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