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  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779461#Comment_2779461

    I say that because is a killer is to be considered strong you have to take their worst and their best if you just say the worst then all killers suck if you take just their best then you get what both survivor mains and the devs seemingly think. That's why I say most suck because both worst and best are taken in account and also why I hate whenever someone complains about killer perks at times cause they aren't survivors they are not just one mechanic with a pallette swap, each have their own setups and faults however when you look at the game as a whole its hard not to say the only worthwhile killers to play are nurse and blight.

    Sure, those are the two you play if you want to win the most. Blight being super fun helps alot at least.

    For now, there is no real workaround other than not taking matches with the weaker killers too seriously. I don't mind losing on the low mobility anti-loop killers as much because they typically are just losing because of time rather than getting stomped by the survivors so it's at least entertaining.

    They will probably never change it. The vast majority of the playerbase is at low MMR and those are who buy the most product so that's what the game is catered too. That's also the problem with SBMM. It's competitive matchmaking in a game that's clearly not made to be competitive or e-sports material even though some people try to pretend DBD is a tournament game (lmao).

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779446#Comment_2779446

    Yes but remember those are certain instances , you think ph is good on outside maps where people can easily dodge his trails along with his m2 being too slow now?

    Billy ,oni ,leatherface suck as indoor maps cause due to having way to much debris that can clip onto them.

    Wraith which you have shown needs certain perks which means enduring the grind run along with not having anything to mitigate the fact he is slow as well unless hidden which can lead to people getting out of range.

    Like I said certain instances can work but unless you have that one instance most of the killers fall apart.

    I don't know why you are jumping to the killers worst maps as an example. Blight and Nurse also get screwed by most indoor maps.

    And I don't even use PHead for the M2 half the time, you just drag the sword behind them until they get into an animation lock. With tablet of the oppressor you can hold the sword for an eternity.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779405#Comment_2779405

    Artist idk twins are buggy, leatherface is only strong in certain instances, PH is clunky, Huntress much like clown have awkward arcs , the maps have to much debris which clips the axes and her lullaby leads to people knowing where you are before even getting close, oni also has issues with debris along with being slow at the start, spirit now has too many audio queues now along with being slow, so no while it can equal balance in a normal game at times, as long as survivors have too many op perks killer needs to be broken to circumvent the issues along with dealing with rng which is why two rush down killers that can circumvent the bullshit that survivors and the devs caused are the only viable options now.

    PHead is still pretty strong if you can actually close the gap though. His main strength is tunneling the eff outta people but that's a pretty good power. I have killed people so fast with him sometimes I eat DS from the first hook as I go to put them on death hook.

    Billy is still pretty good if you 1 trick him and can do engravings curves. Probably the hardest killer in the game to play though.

    Bubba is actually kinda meta if you facecamp with rancor and other endgame perks. Free kills into more free kills. You will literally never get a 0k.

    And I guess we still got tombstone myers who is viable at all MMRs. And yeah Oni is good enough too.

    I think Wraith can cheese pretty good with Hex: Blood favor if you are a gambling man who wants to rely entirely on a totem to win.

    Beyond those? You basically just have to outplay the survivors massively to win.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779395#Comment_2779395

    Oh please don’t go there. You’re forgetting about Artist, Twins, Bubba, Pyramid Head, Huntress, and a few others. Are they not good killers?

    Oh and Twins are gutted since CoH. No slugging sprees when the survivors can heal in 10 seconds.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779395#Comment_2779395

    Oh please don’t go there. You’re forgetting about Artist, Twins, Bubba, Pyramid Head, Huntress, and a few others. Are they not good killers?

    Artist, PHead, Nemesis, etc are all pretty much the same killer and they suffer from the exact same problem: no mobility.

    All it takes is a few god pallets and maybe some strong windows and you can shift+W away from them for like 40+ seconds without even looping and that's probably enough to get 3 gens done unless you have corrupt / deadlock.

    15-20 seconds to find the first chase, 40 seconds of W + predropping to actually get up to them, then like 20 seconds to actually down and hook them and that's really it to be game-losing.

  • @GamerEzra said:

    I feel like i can't be the only one who plays more survivor then i used to do.

    If so, can you explain why? I don't want to give my opinion on this just yet because i really want to know how others think about this. Please let me know because i really want to know if other people have the same opinion about this. Thank you!

    I just play less in general since SBMM. CoH and Boil over certainly didn't help though.

    But going to survivor? Eh. Doing gens is boring, and typically solo Q is just an unfun mess. When I win in solo Q the game was typically like:

    1) Killer got stomped and I AFK'd on gens all game

    2) Barely escaped through the hatch/gate and was more annoyed at my team than the killer

    Very rarely are there the fun back-and-forth matches. I would not go main survivor outside a SWF personally.


    Why? All the weaker killers who rely on survivor mistakes are worthless when the survivors you are playing against make almost no mistakes. BHVR won't buff the weaker killers to make them viable against good survivors.

    I'm in an MMR they don't care about or balance around.

  • Clunky to play, riddled with bugs, and im still missing the nurse from 2018 who was actually fun.

    There's way more fun killers who are almost as strong to play now.

    You also have to main her to really play her well. A casual match of nurse here and there doesn't really work. As opposed to say Blight where I will feel the rust but it's not crippling like it is on her.

  • @TomBombadil said:

    I'm unashamedly a killer main with nearly 2000 hours. I'm not a them vs us person because I too play survivor and can usually hold my own to a degree. However I play at reasonably high MMR which I know does not represent all matches for people.

    I used to get tea bagged while I learnt Nurse which was my first killer I reached old rank one with. I now play a mix of all killers with no particular main.

    The point of the thread is that I do seem to find that nearly every single match I'm having to really sweat just to get 3-4k most games. I'm not expecting to get those results and truth be told I would be happy with any result. But the main thing is the games just dont feel fun and chill.

    I love games that are just not so sweaty and all gens dont go in less than 5 mins and I nearly always let people go if the games go like this because I've had such a great time.

    Contrary to this, I usually start off chilled and relaxed each game but (to my shame) I do get goaded by people being toxic and I dont mean strats like body blocking, sabo etc. I mean tea bagging, pointing etc. I rise to it because I know I can catch and hook them most of the time.

    This changed the flow of the game from fun for both sides to just sweaty boredom.

    Even 4ks felt like this feel hollow because I had to play dirty (I dont mean camping because camping is a terrible strat most of the time) but tunneling and just being a knob.

    Anybody else feel like this? Killer or Survivor

    I mean I went from playing variety killer to playing like the handful of killers who can actually pose a threat to good survivors. I used to be a ghostface main and now I feel like I can't even play him anymore because he is obsolete. Which hurts, it does.

    I guess I have to spam blight and nurse like the devs want.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779031#Comment_2779031

    You still dont get it.

    If I have Dead Hard, I can make another Loop, because I can get away with it. I know that I can do that, so I am doing it.

    If I dont have Dead Hard, I cannot make another Loop. But this does not mean that I try to do it, I drop the Pallet.

    In both scenarios, I dont go down. And in both scenarios I did not screw up.

    You are just repeating what I already called wrong before. This does not make it more right.

    And I just compared it to Infectious Fright, because the outcome (aka a better player will be better use of the Perk) is roughly the same. You can say the same about Ruin. It takes 0 Skill to use Ruin. However, the better Killer player will actually get some use out of it, the Killer player who ignores players on Gens will not get use out of it.

    This also does not have anything to do with impact. Impact is a thing you bring into the discussion, but it does not matter for that specific case.

    No Perk in DBD requires Skill. But players who are more skilled can get more use out of those Perks.

    Saying that DH requires no Skill is just the opinion of frustrated Killers who want to call Survivors bad, even if they were not bad, because they make the choice to get another Loop, because they knew they would get away with it.

    Uh, I think it's very easy to argue that survivor is easier to play than killer. And the perks are easier than killer for the most part too.

    DS? Hit spacebar. Rewards failure.

    Unbreakable? Hold M1. Rewards failure.

    DH? Push E. Rewards both failure and greed but mostly just used to cover mistakes.

    Iron will? Best passive perk in the game

    etc


    Now for killer perks?

    Pop? Rewards success, Won't do anything if the killer isn't applying pressure

    Ruin? Rewards success. Won't do anything if the killer isn't applying pressure

    SH:PR? Rewards success. Won't do anything if the killer isn't applying pressure

    etc


    Probably about the only thing killer has that rewards failure is NOED but survivors have like 15 perks to cover up terrible play.

    Survivor is built around the team being able to make tons of mistakes and get reward. Killer does not have that luxury. You play like ######### as killer and you will lose. You play like ######### as survivor and you can still get carried by perks.

    DH is a problem because it means every survivor is running around with a 3rd health state with essentially no penalty. All the other exhaustion perks have some sort of stipulation or drawback. But not DH. The only drawback to DH is 1 shot killers and even then you can still just stay injured.

  • I'm just camping with leatherface.

    Maybe ill do a killer that takes some effort every now and then; but why do that when survivor takes no effort? Facecamping takes about as much effort as holding M1 and hitting E so I think it's fair.

  • Grades are not correlated to SBMM. And your SBMM does not correlate to skill.

    And they are so salty probably cause killers like me are out there BMing the crap out of them while playing basement bubba and other assorted toxic builds 24/7.

    Playing nice with survivors? Lol. Yeah, I did that like 4 years ago. Not worth the effort, never was never will be. I only play nice as killer if I want to get more bloodpoints. Otherwise, killing someone first hook is peak efficiency and I will do it every time I can.

    If I was learning killer id probably disable the endgame chat and slap on NOED tbh. You will get 1 gg for every 10-20+ salty survivors. And you will get a person who compliments you for playing well as killer maybe 1 in 300 games. Endgame chat is almost purely negative as the killer, I only leave it on if I wanna hear some crybabies whine about getting camped.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774137#Comment_2774137

    Ugh, I really don't enjoy Bamboozle, especially when it's just to counter a few 'this should have been fixed years ago' loops. My builds are already cramped as is.

    Well it is the solution. I always run 1-2 chase perks on killers who don't have super strong anti-loop anyways. My pig build back in the day was literally 4x chase perks because otherwise you would never down anyone. I could never imagine going into a game as say Myers without at least 1 chase perk, probably 2. Any competent survivors will run him to eternity unless you get a surprise tier 3 or something on them.

    And still, getting rid of Jungle Gyms and Shack instantly can't be understated. Those are the biggest time wasters survivors usually have beyond the second chance perks. You can spend 30+ seconds trying to mindgame someone, and maybe it works. But if it doesn't you probably threw the game. I just bamboozle them, get the pallet drop, and move to the next pallet. At least you get ~something~ for your time then beyond just an entity blocker.

    And it's not just old broken maps, there are the new broken maps too.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774112#Comment_2774112

    Yeah, it was the other one. I honestly forget there are two of those horrible maps.

    The issue was that I was chasing and anti-looping as best I could, but was gaining zero ground. The corner log is just as annoying, honestly, zero ground made no matter what I did.

    Yeah I could see it, but honestly haven't had that problem in so long. If my killer can't hit people over loops or deny loops, they got bamboozle on. Especially the low mobility killers who in my opinion have to hard commit to chases no matter how bad the loops are.

    I got used to bamboozle way long ago back when there were the legit infinite windows and just never took it off. Now I straight crutch on it and don't wanna learn how to mindgame those tiles again haha.

    Is that the right answer? No, but against really good survivors there are really not many mindgames at safe loops anyways and you just gotta run it 3x in a row to entity block it and hope nothing else is nearby. Otherwise you gotta drop the chase, which loses you the game if your killer doesn't have mobility. It's lose-lose to me.

  • @neb said:

    https://forum.deadbydaylight.com/en/discussion/307287/so-basically-you-got-what-you-wanted

    It's always been like this, except now it's changed only a bit. When dead by daylight was in it's earlier stages, there were a ton of rules set into motion, since the community was small. The rules for killers were like, no m1ing as billy, because if you charge your chainsaw only, then we can just vault windows or drop pallets and instantly counter you! If you got 2 people in a basement, then you have to leave otherwise you're a POS that deserves to die, even though it's the correct play. Same for tunneling in certain situations, proxy camping, anything that is deemed "unfun".

    And what were the rules for survivors? Not much really. Survivors still used broken addons such as BNPS, to instantly do gens. Survivors still looped around strong structures that were insanely hard for killers to go against. There were even infinites back then due to always being able to fast vault and not having windows blocking. They would constantly abuse that, but who cares because there's no rules for survivors, they can do whatever they want. There was no "Golden Age" back then, the "Golden Age" was just survivors abusing broken crap and getting away with it, when killers can't use their strong things, otherwise they're bullied by the community back then.

    Name one rule example of the survivors limiting themselves in gameplay because it was "unfair" or "unfun" to the killer back then. Survivors can loop, drop as many god pallets, send you to god awful maps, loop around the strongest of structures and hold m1 on a gen like their life depends on it, which is completely fine. But why am I not allowed to do strong things unless I get constant amounts of hate? You see so many killers giving hatch to survivors, but do you ever see the same amount of survivors giving themselves to a hook? I feel like I'm one of the only 20 survivors in the entire game who does this. I'm allowed to play to win as survivor, but when I switch to killer, suddenly I'm a horrible person who needs to "get therapy". Now it's sort've better, there's more people telling you that tunneling and proxy camping when necessary is a viable strategy and you shouldn't be afraid to do it, but you still get so much hate for doing so.

    There was never a golden age back then, it was just an age of crapping on killers, because they're just "suRviVors SurVivin". But sure, it was definitely a golden age for survivors.

    That's a bit dramatic IMO. There was a golden age for killers back then....if you mained the nurse. 5 blink nurse, omegablink nurse, ebony mori nurse, etc etc were all insanely strong.

    There was also the good old camping wraith with mori tactic where you just nailed someone coming straight off the hook and instakilled them because BT didn't work with borrowed lol.

    Now? It's like a Bubba age or a Blight age. Bubba for just murdering people on first hook, blight if you wanna play regular. Nurse is too clunky, gutted, and buggy to want to play anymore; at least to me.

  • @StarLost said:

    No idea what's going on during this event, but I suspect that there is a huge deficit of killers right now, leading to me getting matched pretty frequently against SWFs with 2000 hours on their lowest player.

    Have been doing my best, but just had a miserable game on Pantry. I didn't actually realize it, but if the 'poglog' spawns, you can turn the boat into an actual infinite - vault the log, then use the structure (you can see the killer), then back around to the log. By the time it gets blocked, if all 5 gens aren't done, you can just go elsewhere.

    There's also the infamous log in the corner, which is not far off an infinite - I seldom find people willing to run to either the second they get into trouble, but this group was doing it endlessly, and I'm...honestly not sure how to handle it?

    Am I missing something, or are these loops basically infinites against killers like Myers?

    Probably not an infinite, just really strong. You were not on Pantry because Pantry doesn't have the boat. Pantry does have a straight up god window at the main building though. BHVR nerfed most of them a long time ago but they forgot about that one.

    Any double window setup with a safe pallet nearby is probably not worth chasing if you can avoid it. Father campbells chapel in particular spawns double windows alot with the shack window facing directly into a jungle gym window (and then of course main building god window can also spawn in at the same time too for some salt in the wound).

    I personally feel naked going into games against really strong survivors on weak killers without bamboozle. There's just way too many ridiculous windows that have 0 counterplay on so many maps to not take it. Sometimes you get burned and end up on "The Game" with it, but the majority of the other times you land on a map where it means you can actually take a chase around those structures.

    So it is just too valuable to give up imo. Plus it means I don't have to screw around at Jungle gyms or the Shack and can just get them automatically out of the way. Just don't fall into the trap of vaulting literally every window because you have it.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772634#Comment_2772634

    I agree on the topic of mechanics exploitation, but SWF-proofing everything will drastically limit the freedom of design. There is no Offering, Perk, or Mechanic that can be used by SQ that is not better used by a coordinated SWF, but they can adjust like when a CD was added to Soul Guard.

    In that sense, this is a semi-casual game and should be balanced by the average match. Exploits will exist, and it's much easier to halt their propagation than to allocate uncountable human hours to give thoughts on every possible interaction with new and reworked systems.

    Um, it's easily abusable by solo Q players too. There's toooons of places where you just cannot be hooked with boil over, ever. Period. Even with nobody helping you at all. It needs to be reworked. The fact SWF makes it like 5x more broken is just an added annoyance.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772569#Comment_2772569

    As long as there are map configurations where Boil Over makes hooking -impossible-, Boil Over will be a prominent perk choice.

    This is not hard to understand. So don't lie.

    Seriously. I played maybe 5 matches tonight and 1 of them was a full boil over TTV SWF.

    Absolutely obnoxious because they would run to unhookable spots at the top of Lerys during any chase. Then you had to not use any drops and try to get them to a hook hella far away through breakout + bodyblocks?

    It woulda been a game ending event playing most killers, but luckily I was on a very strong one.

    It's bad enough you gotta get through a million safe pallets, 2 health states, dead hard, and maybe an insta medkit and now you gotta fight to even get your hook too? This game is kinda trash right now.

    I almost can't believe it was released the way it is. But then again, it's sad that I can.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306591/making-the-demo-community-proud

    What's interesting about Demo is that basically everyone plays him differently. I go for massive mobility and use portals to come from weird directions, while others seem to like a 'battle demo' style.

    I see alot of demo's doing an ultra rare + barbs glasses lately. Almost every demo I have played against recently has an ultra rare on. And I do think that's probably his best combo; giving him a good balance of increased chase power and also having the ability to set up ambushes from portals. Indoor maps I sometimes double down on the stealth addons and he's kinda like a bootleg ghostface who can teleport around for free hits.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768342#Comment_2768342

    This.

    Hooked Survivors can't be immunity or reduction of Killer powers, or Survivors would run there to abuse it.

    It's there for the killers not to abuse it as well. You know, like Twins and Artist. Bubba is a prime candidate for not being able to use his saw when too close to the hook.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767733#Comment_2767733

    Can i ask you, why do YOU think the game is unwinnable in so many ways in Solo Q?

    Because the game is designed in a way that demands team-work. The fact that you feel as though you can't win is because you're not capable of communicating with the people that are supposed to be your team. You are voiding parts of the game which are crucial to help the team escape and prioritizing yourself in that regard.

    Because the MMR is a crapshoot in solo Q. As I said, I can go from having full meta looping gods one game to literally babies the next. And even if the game gives you baby teammates, that doesn't mean you get a baby killer too.

    Those games are literally unwinnable, because you will have someone with like sub 100 hours on your team to go into a killer with thousands of hours who downs them by looking in their general direction. Then you eat the full suite of regression perks after. So your gen gets pain-resonanced and popped for like 40% regression off your baby claudette teammate going down to iron maiden.

    I guess the only way to win those games is take the killer on a 5 gen run, but they....can just not chase you. And go farm your teammates instead.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768276#Comment_2768276

    Well, that is just because those Survivors were bad.

    You see how dumb this argument is? I can easily say that every single Survivor this guy has encountered was bad, just as you can easily say that every single Bubba I've encountered since he got reworked was bad. Both of us would look incredibly stupid doing so.

    The truth, however, is that there are variables. When Survivors know what they are doing and what they should do to counter him, Bubba is not going to triumph every single time, regardless of his build. And vice-versa. A good Bubba player can beat a good team of Survivors, regardless of their builds. The same rings true for every single killer.

    And no, this isn't a matter of "enjoying him" while we can. I don't play DBD anymore and have no interest in a reworked character. This is about Bubba's strength.

    Which is nowhere near the level that this post claims it to be. Look around ya, matey.

    Most people agree.

    It doesn't really matter what the people in this thread think. BHVR doesn't care; they have announced facecamping will be addressed and that is that. So it's in the works; and I guarantee Bubba will be hit by it because when you think "facecamping" there is basically only 1 character that comes to mind.

    The fact Bubba is braindead easy to play, and gets guaranteed kills is a problem that hopefully will be resolved. Going against a camping Bubba is literally the most boring thing there is in DBD and I will be happy to see it gone. Oh? My teammate went down in the first 30 seconds? Well I guess I just lose and hold M1 in the meantime until I get around to dying. The sooner it's gone the better lol.

    And im a hardcore killer main and even I recognize how terribly designed it is. You basically only play it to grief.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768244#Comment_2768244

    That is pretty incorrect.

    I have seen PLENTY of Bubba players facecamp the first people they caught and leave the match with only 1 kill. Heck, I've seen they mess up and end up with zero countless times.

    He can be countered by a window and by doing what a Survivor should do: gens. I do think that his rework was a bit too much and there was a better way to fix his weaknesses, but this post is greatly overestimating his strength.

    Well that is just because they are bad. Want me to link you a facecamping Bubba who has gone on a 50+ winstreak in MMR by facecamping with an endgame build? I do it all the time, it's not rocket science. Get a down in the first 60 seconds of the game? You get a 2k no matter what and almost always the 3k.

    No other killer can just stand in front of the hook and get guaranteed kills. He is gonna eat the nerf bat with the facecamping changes. I would expect he will no longer be able to turn his chainsaw on around a hooked survivor. Enjoy him while you can, I certainly am. But I don't for a second think it's not stupid and broken lmao.

  • @GeneralV said:

    Bubba is the new target, huh?

    I mean lets be real, he is pretty busted. He can be looped but with good addons he shred all the pallets quickly. 1 mistep against a Bubba and the game is over if he wants to facecamp at 4-5 gens left with endgame perks. Which is pretty stupid, that the survivor team automatically loses because 1 person got chainsawed too early.

    But realistically he is gonna eat the facecamping nerf the devs talked about in the QnA. Of course I abuse the crap out of it, but it's a really poorly designed character. At least Billy takes some skill

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768000#Comment_2768000

    Hahaha. Did you seriously suggest survivors are so weak. They -NEED- BT to make this game even playable....? Ooof

    Uhhh, actually yes. BT/DS are kinda required to beat a camping and tunneling killer. Like the killers who start the camping at 4-5 gens left with a mori ready to go so they can ignore the DS after camping someone to half. Those are exactly the people who you need it for, especially if they are playing a top tier killer on top of it all.

    If I don't bring BT into a game as a solo survivor I basically accept I am willing to let my teammates die if the killer starts to camp. Bodyblocking and such only gets you so far, especially if the killer is straight facecamping and you are the only person in position to make the save.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/306536/in-soloq-teammates-are-your-main-enemies

    Honestly, this might've been miscommunication.

    The Cheryl might've thought that you were doing nothing, and decided to expose you on that basis. I had a game with a Claudette that was absolutely contributing nothing to the match - and hadn't been chased at all thus far - 1 person dead, me and the other survivor were both on our last hook. We only completed ONE generator at this point. I was doing a generator with her, and then she randomly ran off... to hide behind a tree, keep in mind that the killer wasn't nearby. I was working on the generator for a while, until the killer came. I had done about 60% of the progress myself, whereas the Claud was still hiding behind the same tree. After getting hit, i decided, 'hell nah' and ran over to expose the Claudette that seemingly had been doing this the entire match which is why she wasn't hooked at all but also never completed a generator.

    I'm just saying that in a game where you're not allowed to directly communicate with your teammates even though you ARE reliant on your teammates... its a bit of a tough situation

    Why do people think you are reliant on your team in this game? The hatch is a mechanic for a reason. Roach it out, left behind key is the best way to play solo Q imo. Or at least the way you can survive on the most. There's just waaay too many unwinnable games in solo Q.

    Literally just tonight I have gone from full meta legacy sweat squads as my teammates, to default blendettes who might have bought the game today. And the Qs are so long I don't even want to dodge the baby lobbies but well of course killer ends up being an ultra sweat TTV who I had to spend like 6 minutes hiding from to get the hatch. We had an AFK, a blendette who twice went down to iron maiden (including in the first 25 seconds of the match starting), and a david who got 2 tapped every chase.

    And the killer at the end was like "why didn't you save your team you filthy rat!" "That was so boring!" When he literally slugged for like 6 minutes trying to find me. And it's like wellll yeah I am never winning with that team no matter what I do so I am playing to escape.

    So obviously I swing by his steam to give him the big old GG EZ and talk some smack to him in front of his 3 viewers lmao.

  • @Sonzaishinai said:

    I'm not even in the lobby before the game starts so i wouldn't even know if there is a ttv untill after the game is done.

    Also a bit of a unhealthy habbit to just generalise all ttv's like that. Some are quite chill and fun to talk to after a match.

    One is monetized. One is not. I have never until recently had people in my video games who are demanding an audience. I don't get paid if I beat them. They get paid if they beat me. I have a day job so the dollar amount is trivial, but it's more the point.

  • https://www.youtube.com/watch?v=pv_oKdL7GzI

    Rancor, No way out, Nemesis, PWYF. It just doesn't get better. You facecamp 1 person to death, then go get an obsession. Follow them until the last gen is done, rancor them. Then no way out lets you go find another survivor to rancor.

    I have seen a 50+ winstreak using it, from pure facecamping.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762275#Comment_2762275

    you... do know that hatch escapes don't count as a win, right? its a draw.

    For MMR maybe. For my own personal win conditions? Surviving a trial is a win. Camping a door with wake up still gets you MMR but I always run keys.

    And as if I care about the arbitrary decisions of the devs who can't even make up win conditions for their own game. To them I can get 10 hooks and 2 kills and that's the same as facecamping 1 hook and then getting 1 kill with rancor as leatherface. It means nothing to me. I care about my own fun, and to me escaping is the only win. A 3k or 4k is the only win.

    Why? Because killing people is the condition for talking ######### in the endgame chat. And lets be real, that's what matters in DBD. Keeping your pride in a game that's designed for you to lose.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762255#Comment_2762255

    not everybody defines "the win" as crouching in a corner and locker jockeying waiting for a chance to get the hatch the second someone dies. Games don't always spiral out of control when there are still 5 gens left, people ragequit even when there are 3 done. Being willing to play matches you know you can't win is something that makes you a better player, and increases your overall escape rate. Think more long term.

    Well that is too bad. That is how you win in a game that has gone south. Your teammates can DC or just get slaughtered and you lose without any real input from yourself. You can only hold M1 on a gen so hard. I am a very strong looper, I know every map inside and out, I slam gens when it is an option, and I will play for the team if I think it's a viable strategy to win.

    The games where 2-3+ people are slugged when im not even 20 seconds into my first generator that I literally held shift+W to? I am letting them all die. Cause that is not a game you are ever winning. And if there was a 1% chance that the stars aligned and the team still escaped, there was the 99% chance to die and I work off the most statistically successful strategies.

    Letting the whole team die is a very successful strategy I often employ. And it's only my teams poor play that puts me in the position to make that decision so it's their own damn fault. Darwinism at it's finest.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762232#Comment_2762232

    No. Doing that "one person DCed so i need to start playing for hatch" stuff is self fulfilling prophecy, and it ruins the game for the other two players in the process. It is entirely possible to win those games as long as people don't succumb to that mentality. And if/when you don't? You shouldn't go into every single game expecting to win every single time. Doing your best and getting better is the best perk you could ever hope for.

    I have played too much killer to agree with that. If I can't win a 3v1 with 4-5 gens left then something is seriously wrong, even if the survivors are better than me. That's literally an automatic win for me even on an M1 killer. So no, I don't sit there and pray my opponent is completely incompetent when someone on my team DCs at 5 gens. I play for the win.

  • @Ryuhi said:

    Don't take perks specifically to survive. Take perks that give you the best advantages for your objectives and information, and they'll in turn increase your survival rate substantially if you use them right. Main reason for this is because you will run into too many DCs and unwinnable games to skew everything into just surviving.

    Windows of Opportunity - Maximize how much of the killers time you can waste in chase. Knowing what pallets/windows are available, which doors haven't been broken yet, and the most optimal way to combine multiple loops is not only great for giving everyone enough time to work on gens, but resetting the killer's pressure when they get a strong position. which ties into....

    Kindred - Arguably necessary for solo queue, based on the absurd amount of information it gives. Knowing where the other survivors are when someone is on the hook is massive, and like windows can be used to remove a killer's map pressure easily (If you're willing to be chased on purpose.) It also tells you when the killer is face camping, or when your teammates are going for saves, so you can focus on gens and keep efficiency up. As a solo, you can use the information from these two perks alone to cause a lot of damage.

    Spine Chill is another one I'd nominate as well, due to how strong it is vs stealthy killers. If youre pairing it with windows as well, you can get a pretty big head start on routing before you even get a terror radius, making you much less likely to get caught outpositioned. The small boost to actions while being looked at certainly doesnt hurt either, and can sometimes be the difference between getting tagged at a window or not.

    The last spot I would take your exhaustion perk of choice. Dead Hard is the most common pick, but SB/Lithe/Balanced also make good picks. Some stuff like Head On arent really as suited for solo play, but as long as its a perk you're good at utilizing thats the most important part there.

    There are other great perks you can sub in like BT/DS/etc, but Kindred should be on every solo survivor imo, with Windows not being very far behind. The other two slots have a bit more room to pick what you'd like.

    The DCs and unwinnable games are exactly why you run left behind or wake up. The OP didn't ask for perks that help you get to the endgame. They asked for perks that help you when you are already there.

    You don't need perks to help you reach endgame, all you need is a locker and the willingness to let your team die. No game is unwinnable with left behind key. Your biggest threat is your own team ratting you out when the killer slugs for the 4k.

    Games in DBD are usually a landslide. When I win as survivor, half the time I didn't need any perks. When I lose? There's literally nothing to do except wait for the hatch or exit gate.

    Running the meta builds and playing as a team are not required to survive in DBD. You don't need BT/DS. You only need those if you care about your team dying, which the OP stated they do not. Careful play makes DS pointless and BT is only for your team.

  • @enormous_bruh_moment said:

    https://forum.deadbydaylight.com/en/discussion/306097/what-build-would-you-suggest-for-a-survivor-who-only-cares-about-their-own-escape-in-the-1v1

    First 2 perks are non-negotiable:

    1. Dead Hard
    2. Iron Will

    Which leaves you 2 slots to experiment and decide what scenarios you're trying to deal with best.

    • Two exhaustion perks is usually terrible, but if you run Windows of Opportunity + Balanced Landing on top of that, you will be able to run any Killer on any map.
    • Resilience + Spine Chill gives you the vault speed build. Spine Chill also lets you get a head start on running, which is far stronger than most players seem to realize. Just running as early as you can will make life miserable for the Killer. Not to mention Spine Chill also gives you nearly perfect info to win Exit Gate opening 1v1's in the endgame.
    • If you're looking for self reliant longevity and don't trust your team to survive, Decisive Strike + Boon: Circle of Healing.
    • If you are looking to not rely on your team for anything, Deliverance + Decisive Strike.
    • Swap out Dead Hard for Lithe and add Quick & Quiet + Dance With Me, and pretty much any chase you get into with the Killer just ends the second you find a place to vault.
    • Scott Jund recently made a video about meme builds he tried that were too good to be memes, the one that might pique your interest was Overcome + Lucky Break + Inner Healing (Inner Strength) + Quick and Quiet. It does require that you break a totem first, but you can swap out Q&Q for Small Game or something if you have trouble finding totems. But basically you get hit, run a million miles away while leaving no blood or scratch marks, and jump in a locker to instantly heal.
    • You could also take Left Behind + Wake Up if you're really just going for that endgame.

    I would strongly suggest taking Windows of Opportunity just in general if you're trying to do better in chases. Even for skilled players its info is invaluable. It can turn average players into strong loopers, and strong loopers into gods. Especially after its buff to 32m with no cooldown.

    An alternative to all of this, is to just accept that you'll get dunked on and run something like Flashbang + Blast Mine + Decisive Strike (or Deliverance) + Head On and take the game way less seriously. Just have fun trying to use your perks on the Killer as many times as you can in a match. Or try to pull off the wombo combo of Head On stun -> drop Flashbang -> back into locker to craft Flashbang #2 -> Decisive Strike -> drop Flashbang #2.

    Another dumb fun one is Lithe + Iron Will + Dance With Me + Flashbang. The goal with this build is to run up to a pallet, drop the Flashbang directly under the pallet, pallet-stun the Killer (forcing them to be blinded & deafened by the Flashbang) and then immediately vault back over the pallet to make your escape while the killer is stunned/blind/deaf. It's hard, but it's also hilarious.

    Best of luck out there.

    ...how does ANY of that help you in a 1v1 when all your teammates are dead? DS + Deliverance? You just die on the hook instantly because its 1v1.

    There's only the hatch and the exit gates available in the scenario he is asking for. There is only 1 perk that finds the hatch for you, and with a key you can get out through it even if the killer finds it first.

    There's only like 3-4 perks that open those exit gates faster, and wake up is the strongest % wise.

    Perks to loop the killer don't matter. You have to break the chase outright, find the hatch mid-chase (so left behind is still the best perk), or die.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/306097/what-build-would-you-suggest-for-a-survivor-who-only-cares-about-their-own-escape-in-the-1v1

    I already play left behind key in solo Q. That's really all you need to win the 1v1 in endgame. Spine chill too helps keep yourself hidden until you can find the hatch.

    But if you get caught, only the handful of perks that let you escape a chase entirely are gonna help you. Lucky break, dance with me, shadowstep, quick and quiet, resilience, etc etc. Otherwise you probably just die no matter what.

    Oh and if you don't have a key for left behind, wake up is #2 for ultra-selfish survival perk. Camping a door and letting the killer find the hatch is an optimal strategy on tons of maps, and wake up lets you survive even more. With the upcoming buff it should be almost as good as a key.

  • @AetherBytes said:

    Title. What perks would you bring if you're expecting to get into a 1V1 scenario with the killer (all other survivors are dead)?

    I already play left behind key in solo Q. That's really all you need to win the 1v1 in endgame. Spine chill too helps keep yourself hidden until you can find the hatch.

    But if you get caught, only the handful of perks that let you escape a chase entirely are gonna help you. Lucky break, dance with me, shadowstep, quick and quiet, resilience, etc etc. Otherwise you probably just die no matter what.

  • Yup.png

    This will be your average solo Q game, even post icons.

  • I mean in theory the system works. You play weaker killers, you lose more and get weaker survivors. But it doesn't work like that. The system just throw you into whatever lobby has been waiting the longest and you get the exact same matches no matter what killer you are playing.

    I haven't played more than 1-2 matches of huntress in YEARS and I still get full P3 lobbies with survivors who have thousands of hours. Sure game, sure.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760850#Comment_2760850

    Just FYI the devs actually talked about this exact question in the dev chat today and their analogy was if you talk about hockey, for instance, you talk mainly about how many goals the teams score because that's the bottom line. You wouldn't say a hockey team "won the game" if they had more shots on goal than the other team but their shots missed. Similarly in DbD things like chase time and hooks help you get to the bottom line goal of escaping or killing, but they're not goals in themselves. Sure someone who has a lot of chase time probably did ok, but if they didn't escape did they actually win? Not to mention there's already a correlation between being good at chases and being good at gens and escaping, so counting escapes works "as a proxy" (as the dev put it) for those other factors.

    I mean I am fine with MMR placing me with equally skilled opponents. My problem is that there are 20+ killers in the game but only like 4-5 are even playable against good survivors. And it's not like League where you can just flip characters no problem. You had to put effort into grinding these characters, and the devs just refuse to make them viable at high MMR.

    And again, it's not like League, where you could probably argue that Grandmasters can't use any character they want at top play. The skill requirements for DBD are sooooooo low any above average gamer is going to be playing almost optimally (at least as survivor). It takes almost 0 skill to run safe loops, and it is actually 0 skill for everything else as survivor. Literally, nothing survivor does takes any skill outside looping and on some maps there's so many god pallets you don't even have to be that good to do well sometimes! So everyone who plays the game long enough to learn the maps can play like 90% optimally even if they are mechanically dogwater.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761460#Comment_2761460

    Old CoH (100% healing speed buff)

    8 seconds to heal others and 10 seconds with mangled

    16 seconds to heal self and 20 with mangled

    New CoH(75% healing speed buff)

    9.14 seconds to heal others and 11.43 seconds with mangled

    18.28 seconds to heal self and 22.86 seconds with mangled

    Self care still is 32 seconds to heal self and 40 seconds mangled

    They didn't do this to balance the perk. They did it to stop the killers from all leaving the game. CoH was a blatant repeat of MoM and is still a huge cashgrab. Release OP item, nerf it after everyone buys it. It's not OP by mistake.

  • How about we just buff ghostface to be more than a meme-tier killer?

  • @SleepyWillo said:

    Can we get a week without DH?

    To show all those complaining, that after 5 years its suddenly OP, that there are far worse exhaustion perks in the game.

    1 shot killer / exhaustion add-on enthusiast here.

    Feels friggin great to mow down a lobby of 4 dead hards with a chainsaw killer

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759593#Comment_2759593

    That's so odd. Mornings are when my survivor queues are reaching 'half an episode of American Dad' in length.

    I wonder if it's a region/MMR thing.

    More than likely. I am on East Coast NA and for as long as I can remember it was short survivor Qs during the day, short killer Qs during the night. Since boon totems it is instant killer Qs at all hours. I wonder why.....

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759368#Comment_2759368

    Sounds a lot like my experience. I'll get OhTofu as the killer one game and then get a killer with 100 hrs next game.

    Killer right now pretty much comes down to game sense, which is why I think the less experienced players are struggling. Like you said, some maps aren't going to be winnable with some killers unless you resort to some omega sweat or they throw. But MMR is mich more likely to give me babies than death squads as of late.

    Still I think that's more to do with the Q times than the matchmaking being broken. There was some reddit post I read a while back where a dataminer showed that during an primetime right now there could be like 8,000+ survivors waiting for a game and it just throws whoever Qs as killer into a lobby as they push ready.

    In theory it should be nonstop sweats every game instead of the random babies you get now. And in that theoretical world the weaker killers who are reliant on survivor mistakes for downs are just useless. Your only strategy is to spend your 5 gens (aka 3.5 minutes) tunneling out 1 person and eating every second chance perk in the game. Then you collect the second kill with endgame perks like rancor / no way out.

    I just hate how the game has come full circle. When I first started playing in 2017 (I guess its actually been more like 5 years!) Nurse and Billy were basically your only options. Play those two, play ebony mori's, or get F'd.

    The game slowly and slowly got better and eventually it was to the point where almost every killer was a viable option. Pre MMR my average killer session I would almost never play the same killer twice because I like to switch it up alot. Now? You can't do that without getting screwed. So I feel like I have wasted so much time grinding out these characters that became obsolete en-masse with a single patch. And it's been replaced with a few cookie cutter meta builds that barely hold my attention anymore.

  • @jesterkind said:

    Reload speed is considered by far the best addon series, at least as far as I understand.

    I think the new meta is the cigar since breaking the chain recovers you at like twice the speed of a normal attack.

  • @[Deleted User] said:

    Hard to say for certain without the developers confirming anything. I think the hiding of MMR has caused more frustration and problems for the game than MMR has in and of itself.

    People have zero feedback now as to where they stand skill-wise, so when they lose a bunch of games they just assume it's because they've hit "high MMR". There's no indication of that, and a player losing a bunch of games doesn't mean their MMR is high. It means they're losing a bunch of games at their MMR bracket, whatever that bracket may be.

    In the past with ranked matchmaking, a player could maybe see that they were rank 6 for example and say "Well I have a lot to work on, it might not just be the game". Now that there's no feedback on personal skill, players are probably frustrated and leaving because they think they've hit the skill cap and the game is stacked against them, when in reality they have a ton to improve on.

    MMR isn't really making anyone happy right now. A huge contingent of the killers on the forum seem very frustrated, and on the other hand players like myself are still not being challenged at all 90% of the time. I'm downright bored most games. It seems like it's overtuned for average players (generally around the 500-1000 hr mark) and doesn't know what to do with outliers (3000+ hrs) during peak hours.

    That's probably just because there are so many survivors in the Q that the matchmaking is just giving them a killer to move the lobbies along. I can confidently say I am "high MMR" because I get into lobbies with the major streamers of this game (who are generally recognized as "good" players) and I have played DBD for the past 4 years straight and still probably win over 75% of my games even with MMR.

    I will get the ultra sweat lobbies where every player has 1k+ hours minimum, and then immediately go and play a match where I would almost assume it's the survivors first game!

    I legit only play killer now because the survivor Q times are too damn long. Otherwise I would mostly dump the role because it's legit not fun anymore. I have played plenty to know that against a group of 4 good meta survivors, you literally cannot win on a ton of maps with a ton of killers. It's not a possibility unless the survivors are throwing.

    And the saving grace of DBD to me was that you ~didn't~ get 4 meta survivors every damn game so you could play something that's not top tier. I can't just spam stuff like meta Nurse and meta Blight because I get so bored. But the alterative is playing characters who are almost guaranteed to lose.

  • @gilgamer said:

    When sluzzy is making good points you know you've messed up

    Is it a good point? Tell me how holding M1 on a gen is more effort than facecamping as Bubba. Id argue facecamping is more effort because you can AFK on gens with spine chill and listen to music. You actually have to pay attention while facecamping.

  • @ThiccBudhha said:

    I don't care. They need to fix survivor queues. While they wait on that, I will enjoy my instant queues. I can dodge a lobby just because I don't like the Claudette's shirt and probably be done with that match before the Claudette finds a killer. Rofl.

    Haha, this is the best part of killer right now. It's pretty easy to tell if the lobby is a sweaty SWF or some solo Q players and im dodging those SWFs 99% of the time if i'm not playing a top tier killer. Someone else can deal with that, even when I win those games it's usually a hideous unfun slog outside of like ~5 killers/builds.

    That's probably the dumbest part of SBMM. Join a lobby as Trapper and it's a sweaty 4 man? Go F yourself; you can't change to Nurse.

    And it's even worse because we now know that per-killer MMR is barely different from your general MMR so you are locked into characters for nothing!

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759278#Comment_2759278

    god don't encourage the build. we don't need more ruin/undying/tinkerer blights

    I don't even think that's a good beginner build. I think all new killers should be using the basics like Enduring / Bamboozle / NOED / etc until you actually get good enough with the power to stack 3-4 slowdowns. 4x slowdowns mean nothing if you are getting looped too hard to get downs in a reasonable timeframe. And blight is definitely a killer you can get clapped on while you are still learning him.

  • I have retired almost all my killers, I have retired any sort of fun builds for the meta, and I camp/tunnel habitually even when I don't really need to.

    It's the game they want me to play, so Ill play it. Otherwise they can give me other viable options to win, because i'm not playing a game i'm designed to lose.

    Whenever they actually get around to nerfing everything good that is left, and making sure I never get anything more than a 2k. That is when I am done with the game entirely.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757783#Comment_2757783

    So, basically, her power sucks unless you have add-ons. Seems to be a trend for Killers; make them weak, and use add-ons to make them 'okay'.

    Don't have the add-ons? Either because you just bought them, or the bloodweb did not pay out? Have fun having a weak power.

    It's a brown addon and a yellow addon. I make like 100k a game when I am farming as killer. It's not really a big deal; I don't think I ever play any killer without addons at any time.

  • @AngyKiller said:

    I feel liek the Artist is over-tuned to be just barely useless. Like, if her crows lasted 2 more seconds; she'd have power. But it feels like they are timed to be just at the lower edge of 'too short to hit anyone twice'.

    Like, she just feels like she was carefully timed and balanced to just barely suck. Like a claw game; it LOOKS like you can win, but you really can't. Her power is the same way; you feel like, every time you use it, you need to be just a little faster. But her power was designed to not be fast enough. 🙃

    Uhhh. Thick tar + festering carrion gives the artist a pretty decent timeframe to work in? You can easily do 1 crow into a 2 crow blast with a few seconds left over before the survivor can get them off.

    All her other addons are inferior because of it but they are mostly garbage anyways.

    But artist in general is heavily overrated. Holding W works just as well against her as any other non-mobile 115 killer. She is also pretty susceptible to flashlights and SWFs, who can stop her from setting up crows at a loop. Not to mention 0 hook defense.

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