Reaver_Raziel
Reaver_Raziel
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@Kate_Main_01 said:
Survivor main here - Rank 2 Survivor, Rank 17 Killer. PS4 player.
I think I recall reading that this new update was going to change matchmaking. I've noticed that my wait times are about 1/4th what they were before but was wondering if anyone could explain what changed? The problem that has always stopped me from playing Killer still persists today.
I've never personally liked playing Killer for reasons like what just happened about 5 minutes ago. As a rank 17 Killer with my 3 yellow perks and gray add-ons I just went against a rank 3 Survivor (all purple perks), rank 4 Survivor (3 purple, 1 green), rank 8 Survivor (2 purple, 2 green), and then a random rank 16 Survivor.
Perks and flashlights aside - the skill level was so vastly different that I stood next to no chance. I'm NOT a good Killer! But I'd like to learn, preferably against people at my skill rank. I would like to 'get gud' as the salty messages demand of me, but it's hard to do that against red tier/purple tier Survivors on my gray rank.
Also, as a friendly reminder to everyone (inspired by the copious amounts of tea bagging I just witnessed)... Be good to each other! This game requires Killers and Survivors both. Remember that there is another person on the other side of things. Maybe they are just having an off day or maybe they are someone new who is trying to get into this game we all love. <3 Be kind!
I cant guarantee this, but if you want to learn to play killer. At the momen you should probably stick to one killer. The system they have implemented is a bit.....interesting I guess is a word for it :P. But if you only play one killer it will try and match you with players that fit your skill to that killer. But if you play a different killer, you will be matched with a different skill level. At least thats the idea. At the moment it seems to over correct sometimes. Like rank 1 killers playing a killer they have rarely played and getting matched with people that just bought the game.
All I can say is after having played specific killers for a while (like only playing trapper) I started going against red ranks and getting rather fair matches where the survivors had a chance to outsmart me and I had a chance to kill them.
So either play only one killer for a bit to see if it helps, or wait for a while to see if BHVR comes with a statement.
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I have actually been getting really fair matches lately. And I think (I dont know) most people are feeling the same. Yes a lot of people arent and some of the matches I got at the beginning was ludicriously unfair. But the more I play specific killers the more fair matches I have been getting. And same goes for playing survivor in general.
As someone else said, the people who are fairly happy with the result of mmr arent in here "complaining" about it they are just playing the game.
My only problem with the patch is how many newbie players get matched with 1k hour players. If that got sorted out I would have 0 problems with this patch. First few games as killers I never or rarely play? Yellow ranks, but after like 4-5 games of me stomping (kind of gave them like 10 second chances, like having to hook each player once before going for the next. Making little rules for myself) I have been getting red ranks and purple ranks again.
So I dont know, besides the newbie players experience I think the mmr system potentially works. Whether thats a good thing in itself is another question.
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I dont wanna defend the system since I dont know what im defending. But I will add I doubt dc'ing is ever gonna help your mmr. Beyond that you are getting a ######### ton of blood points for someone who is losing. Whats going on there. Are you letting people run away instead of killing them? Im genuinely curious how you get that many blood points and losing that big.
I have no idea how the system works, I worry it might have something to do with bloodpoints though, and considering how many you are getting compared to survivors its probably thinking that you are where you should be and I wouldnt blame it lol.
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All I would do about Basement is that its harder to get into for the killer. That or the time it takes to die on basement hooks is longer than on other hooks. So killers are encouraged not to camp and so survivors have a better chance to save from killers who camp the basement.
At the moment a lot of maps its pretty easy to get to the basement. Try to equip iron grasp and agitation on hag and tell me how easy it is to get out of that hell hole after she has placed like 5 traps around basement. Basement should be a killers territory and be difficult to get out of but at the same time you shouldnt be able to equip a couple of perks and then walk half way across the map to get easy kills.
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When you say play them....using powers to some sucess? Getting downs? Using powers optimally? Whats the scenario we are talking here? Because personally I would give nurse her own Difficulty and put Trapper and Hag lower. Trapper and Hag, when you know how to play them they arent that difficult. But even when you know how to play nurse its still not an easy power to use.
And I would never place Demogorgon higher than Medium
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1517812#Comment_1517812
Some suggested a lit candle in the basement for each totem left on the map, I'm really into the idea and it would probably fix the solo queue issues that come with NOED.
But again, this isn't a NOED problem, it's a solo queue problem. In my opinion and many others Solo queue should be buffed to SWF level so the devs can start working on balance with minor consequences.
Solo queue should just something like a quick-chat button with pre-input messages, or maybe just base-kit kindred, I think it'd allow for much more organization which solo players desperately need.
Yeah I dont want like full communication in DBD for solo players, but if it would be something like predetermined messages like. "Killer here", "Being chased" "Camping", or "4 totems done". Or maybe just even it automatically telling you something like that would be amazing. But kindred + that shrine suggestion (I saw it as well) would do wonders for the balance between solos and SWF. Or maybe let solos run 1 additional perk (possibly limited to information perks, like kindred, Alert, Detectives hunch and the like) but its possible it would be too strong.
But in general I agree, if the difference between solos and 4man swfs were a lot smaller the game would be a lot better, considering the balacing would be easier to not give 1 side something that would be hopelessly OP. But wether thats done by nerfing SWF or buffing solo, or both I dont know. But the same goes for killers though. The strongest killers like Nurse and spirit need to be brought down a notch and the weakest killers like Clown and Pig need to be brough up a notch. At the very least one of them needs to happen, if only solos are buffed then up goes the weakest killers, if swf are nerfed down goes the strongest killers, ETC.
If the rift between the strongest and weakest can be reduced then balancing will be easier as well.
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Who ever thinks keys are fine, is either a troll or someone not too bright. Or a survivor main that has never played against it. But with that said a mori has the potential to be a lot more powerful than a key does. You said you dont tunnel or camp, good on you, but a lot of killers with a mori would do just that to mori one person, get them out of the game and have a massive advantage. This is coming from a killer main, but someone who plays also plays survivor once in a while.
But if a killer moris a survivor even if there are already done 1 or 2 gens (which is pretty easy if you tunnel), getting 2 downs before 2 gens is just like you described. You are now in a 1v3 situation and possibly if you felt like being evil you brought an ebony mori, which if you tunnel, ofc you did. This is an insanely strong position to be in.
Unfortunately you key change probably wont happen since there are achivements that require all 4 survivors to escape through the hatch. The mori change is more likely, a lot has made similar suggestion where if you have hooked all 4 survivors then you can begin to mori, and then maybe 3 different survivors for the next mori. That or the gen where the fewer gens are left the more moris are available. But I dont know where the balance is. It would still be better than it is now at least.
As for keys I would have made the same request you did, before I learned of the achivement, now I think hatch just shouldnt spawn unless all 5 gens are done, or you are the last one left. But then again since the only people usually getting that achivement is 4man SWF they should just all bring keys and it would be fine.
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I think there is still valid points to me made even if you are a killer/survivor main. However, if they make those comments they should be able to defend their point and be willing to see why they might be wrong when counterarguments come up.
DS, imo isn't fine. Its not an anti-tunnel perk as many say, at least it doesnt work only as one. It mostly works as an anti-momentum perk which can easily lose you games from a single stun. Some have said you personally dont need to have it on for a killer to choose between eating a ds and leaving you on the ground, as long as someone else has it. But I would say its worse than that. Most of the time you dont need it at all as long as someone is an obsession. Its a terribly designed perk that ruins a lot of come-back potential slower killers have.
NOED is..technically fine. For 4man SWF its absolutely fine and not a problem, for solo players or swf with less than 4, its sometimes a problem. Players need someway of being able to know how many totems are left, I like running detectives hunch but even with that sometimes a totem eludes me, either because of it being on the other side of the map or because of a scary to play against killer like nurse or spirit.
And there are many other things a specific side can showcase why they think its a problem. Situations should also be taken into account. Like I said sometimes something thats ok/balanced against 4man SWF can be horribly imbalanced against 4 solos. Or something might be really good against the strongest killers, like DS can destroy the ability of good killers to win games, but it absolutely shuts down the come-back potential of slow or bad killers. Especially if paired with unbreakable.
My point is this. Dont ignore something just because that player doesnt know any better. View it from his side, but take into account his specific situation, and then explain why he might be wrong or at least doesnt have to full picture. Or agree with him if its something both sides agree on (for the most part) like keys and moris being game changing, in the worst way possible.
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I would still say rank doesnt matter. To a point. Because at red ranks a lot of people still play like absolute potatoes. It is as if there is missing a whole different ranking system within the red ranks alone. But even beyond that, I dont know about this claim that some rank 14 play as well if not better than some rank 1s, there might be a few but not a lot. But I will say that between rank 10-1 almost doesnt matter, and fear for playing against some rank 10's more than I do some rank 1s. Meaning that the ranks are kind of iffy in there intention for matchmaking.
But with all that said, without turning this into a killer vs a survivor thing, its a bit easier for survivors to get to red ranks than it is for killers. Because if the killers make a bad play and chase a good survivor, the bad survivors can sit on gens the entire game, get a few altruistic actions in towards the end, and possibly get saved by their good team mates. Where as for killer, unless they find potatoes, they have to do all the heavy lifting themselves.
Now how often this happens I cant say, but I can say that if you play enough you will find enough potatoes to kill (otherwise the bad survivors getting into red ranks dont make sense) and if you play enough you will get matched with good survivors that can carry you. But in the end you still will end up getting their with some new skills.
TL;dr rank doesnt matter....a lot of the time. But in general you probably wont climb beyond purple ranks without having some amount of skill.
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@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/1517544#Comment_1517544
so you're annoyed about survivors willing to put themselves at 200+ ping, meaning you will be able to hit them from Narnia on their screen, and every interaction is laggy for them, but you're focused on, how dare someone play an online multiplayer game with their friends
I am not here to tell you that this is what he was thinking. But allow me to tell you what happens after you down them, the answer is nothing.
Because of how laggy they are you cant hook them, if you can even pick them up. The animation takes longer than it does for them to wriggle off. And if you are against a "no mither" team, like I was, you cant even force them to bleed out. Eventually if you are good enough at juggling them (I wasnt because one random didnt know what was going on and came to save them), they will bleed out but it takes 10 minutes or something like that of you just staring at their bodies.
Vpn when used like that at least, makes the game absolutely tortures to play. Yes you get easy downs but you dont get to play the game after that.
Luckily its not many that do use it like this and with builds like that, so I dont think that there is anything wrong with using vpn to play with your friends. But goddamn is it insufferable to play against those who use it exclusively to be dickheads.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1517478#Comment_1517478
Are coherent arguments a new concept for you?
Honestly I was pretty convinced that he was a troll. People "bragging" like that without forwarding any sort of evidence cant honestly be trusted to be anything but liars/trolls or survivor mains that want killers nerfed. Really all he had to do was just take screenshots of his next 10+ games, it wouldnt be proof of his statement, but would lend him some creditability. With that said, beyond the "tournament squads" the game is mostly ok in regards to balance. Once in a while a 4man swf that tryhards enters the game vs clown, pig, trapper or some such, and they stomp the poor guy. Unfortunately killers just have to sweat more because of the asymmetrical aspect of the game and make fewer mistakes.
But if you do meet the "tournament squads", the game is lost. The best players on the best killers are capable of putting up a fight, but they are mostly "happy" if they get 1 or 2 kills there.
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I mean if the system works (not saying it does) it makes sense to ignore ranks. Especially since a lot of times many red ranks I have verses arent any better than green or yellow ranks. But one place(one of several) where I have a big problem with this system is whatever "mmr" it allocates to new players. Whatever it is, its too high. Too many times people that have never played the game is placed against players with over 1k hours in the game, and just shouldnt happen.
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What do you mean his perks doesnt suck? Those arent that good for PH. Surge is mediocre at the very least. Enduring and Brutal Strength are ok ish, and BBQ is fine.
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I'd say if its absolutely terrible and feels unplayable for you, but you still want to play you only have 2 possibly 3 choices.
- Keep playing until you are capable of matching what you are playing against.
- Wait a weeks time for most players mmr to settle (It might work, it might not. But its a possibility)
- Wait for the Devs to make a statement about the matchmaking system or a change to it.
But no matter what you choose, watch a couple of educational videos on the subjects you are having trouble with. Ohtofu, Fungoose, possibly Painreliever (and others but those names are all I can remember right now) has a lot of educational videos for both sides.
Personally I was stuck around green/purple ranks as a Killer and constantly got red ranks til I tilted off the planet in anger. Watched a lot of DBD content and applied that information to my own prior knowledge. It helps a lot man, at least it helped me, and its almost impossible to fall out of rank 2 now. But ofc all of this is if you still want to play. Good luck to you.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1515179#Comment_1515179
" "favourite content creators" would only meet tournament squads and never do silly things anymore" - it's a flawed assumption that all favorite content creators are at the highest skill level. Also, since perfect MMR would be separate for each killer, it's easy to dedicate some killers for competitive play and others for goofing around, which is something that was not possible with the old system. This is exactly what I'm doing now. I dedicated Ms. Piggy for goofing around and giving people jump scares.
I believe he mentioned that as well, that it was usually to do with time played. But honestly I am not here to defend just to set the record straight. Watch the video yourself instead of getting me to play middle man https://www.youtube.com/watch?v=NTuiZ4m4-ao
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@Halun said:
https://forum.deadbydaylight.com/en/discussion/comment/1515476#Comment_1515476
The fact I can't even tell that says a bit about their choice of coloring system doesn't it?
https://forum.deadbydaylight.com/en/discussion/comment/1515475#Comment_1515475
Yeah, I don't really understand that argument. If everyone has access to the ability to recolor auras/scratches, then it can't really give anyone an "unfair advantage" can it?
All it can do is give people who are already at a disadvantage the help they need to see auras as clearly as people with normal vision.
Changing auras from red to blue or whatever won't help a player with normal vision who can see both just as easily. It makes no sense lol
I have a hard time imagining changing scratch marks and auras, things that intended to be used to track survivors, cant harm the game or give an unfair advantage. But maybe the blood should stay difficult to see as in stay the dark red color, if it suddenly glowed purple or something similar no one would be able to hide in this game.
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@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/1515361#Comment_1515361
Oh wow, they must have changed that then because it surely wasn't active from the beginning back in the days. Now that I think of it, perhaps it was just a wet dream that it wasn't lit? :-/
And yea I assumed sarcasm because;
If they cant find it or have to go for the unhook then whoops, the killer can now mori. This is insanely balanced Hex perk.
So apologies, it appears that I indeed can't read a post properly lol
Ah. It is fine, I dont recall it ever starting as a dull totem, but I havent played from the very start. Only came into the game around Freddy (end of 2017) And yeah reading intent into words, isnt exactly easy. I can see how that could very easily be misunderstood xD. But I did mean it, when I said it was very balanced. Probably should exclude the 'insane' part though.
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In other words, she is very ######### difficult to play, so most people that play Nurse play her for the first many times and big time suck on her. Spoken from experience
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@Psykoala said:
https://forum.deadbydaylight.com/en/discussion/comment/1515149#Comment_1515149
Well put, your best chance as a surv shouldn't be a coinflip every time.
Maybe my first idea was not thought through enough - but that's why we're here brainstorming. I like the idea of giving the survs a chance to cope with what the spirit is doing. Maybe make her leave a cloudy trail while in phase walk?
Yeah im not sure how much power would taken from her/given to the survivor by making her visible every once in a while when she phases. Or to at the absolute bare minimum giving a guaranteed way that works on every skin to see when she phases.
If giving a short visual cue where she is phasing to in her ability. Then survivors would potentially, if the loop is big enough, be given a chance where they know they can vault or flip pallets. Making countering her more consistent. If its too much of a weakness then maybe let her see survivors as well when they can see her, like a short visual. Or make her phasing cool down shorter when she doesnt get a hit or something like that.
If the second option of just giving a way of knowing is the way. Then it will make getting looped by her slightly more manageable. She could tecnically still stand still but an experienced survivor could make some counter plays with the knowledge that she is now phasing. Either slowly walking away, slow vaulting. Or making noise and then slowly walking/croughing out of sight.
Im not sure if either of these ideas are the best but they are some of the ones a lot have mentioned which I agreed with.
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@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/1515324#Comment_1515324
What? Devour Hope only activates after getting 2 Tokens, it's not a Hex before that or did I miss something? I'm fully aware that it's not about NOED.
And your IF's can easily be countered with a simple IF of my own:
If they find the Totem immediately, the perk is useless.
No its active from the start, the only hex totem that isnt, is NOED. Which is why I assumed you thought it was NOED, but fair enough my misunderstanding.
And yeah it can instantly be cleansed. Which is one of the reasons im saying OP is wrong.
Im saying he is wrong if he thinks Devour hope of all perks is scummy. It seems like you read my post with a wrong idea there?
Ideally I would like all Hex spawns to be as difficult as they are on many of the newest maps, but even then I would say the other hex totems are just weak instead of useless, before I would say Hex Totem is scummy/OP.
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@Star99er said:
It’s more of a hinderance than it is beneficial.Runiver said:Would create a lot of collision issues, and it would simply allow people to walk through killers using perks such as Dead Hard and such. Would be extra annoying considering the FOV of killers, especially as Huntress/Billy and such.
Thats what you say until suddenly survivors are using a killers body like a swing door. Spinning him and then when he is proper confused just standing inside of him. Yeah no Body collision and blocking needs to stay. So many fun and interesting aspects of the game would be ruined.
As a survivor. Saving people from hook as a team, one taking the hit and the other saving. Bodyblocking to a hook, why hit when you can just run straight through them. Unhooking a survivor and conga lining to the exit while switching who blocks the killer for each hit.
As a killer. Bubba, Billy, trapper, and a lot of other killers like being able to punish people that hide in corners by using their powers on them. Its very ######### disorienting enough as it is that your fov makes tracking survivors close up difficult but if they could go actually through you, whats to stop a survivor from going through your torso and blocking a hit from you, or severaly survivors standing inside each other to make hitting the right one nearly impossible.
Plus 1 huge and simple factor, it wouldnt feel right if everyone was just "ghosts". It would look goddamn weird.
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@Roobnus said:
Imagine not being able to do Dull Totems.
Imagine not being able to read a post, just expecting it to be NOED xD.
Its about Devour Hope. Its never a dull totem.
And as for the Op who things Devour Hope is scummy? What?. You mean a perk that involves playing the game 'normally', leaving hooks(not camping), going for a different target,(not tunelling) to avoid ds and get it faster than they can find and cleanse it. Having to get 3 hooks to get a 1 insta down before they know (possibly 2 before they know, if really lucky). Giving survivors the warning that they need to find devour hope. If they have been paying attention to totems they know which areas they dont have to look.
If they cant find it or have to go for the unhook then whoops, the killer can now mori. This is insanely balanced Hex perk. Its high risk (running with 1 less perk if they find it), Insanely high reward (Instant down and mori), but you have to work for it, and the killer has to get at least 3 unhooks while far enough away from the hooks, before the perk does anything. Haste is either really not impactful, or a not working.
And those 3 unhooks can easily be 4 or 6 or never. Depending on how close the survivors are when you hook one. You warn every survivor in the game to stop what they are doing to find this totem. Which usually means, unless the survivors are either very unlucky or are very smooth brained that the totem will fly before more than 1 mori gets done. Usually you get 0 moris out of this perk, but often you get a few insta downs before the totem is destroyed which makes it still a good enough perk. Like Haunted grounds, but one which works when you have worked for it, instead of when the survivors have fallen for your trap.
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Yeah, unfortunately its very easy to remember the bad moments. But I have been going into end game chats with horrible expectations and getting. "GG" or stuff like "Holy ######### that was intense". There are ofc still people that claim "You tunneled/camped" or "Lol you used add-ons"(what?) or "We weren't even trying and you were just played sweaty". But if I think I can, I try to talk with them to either make them see my point of view, and if I dont think I can, I just say gg and leave.
So yeah im slightly suprised too. And the few times I play survivor I always try to open with a gg. And if the other survivors jump on the killer to boost their egos and flame him for blatantly false accusations I usually get on the killer side and say sry on behalf of the other survivors.
Once in a while I do some passive agressive insults if its blatantly obvious that he was just standing under the hook at 5 gens and camping his first down or something similar obvious. Things I know are scummy and not good for the killer to do if he wants to win and not just be a dickhead to survivors. I probably shouldnt, since those kinds of people just want attention.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/179110/mmr-otzdarva-and-rank-15-survivors
What I find ironic is Scott Jund and some other high rank streamers were complaining prior to the matchmaking going live that it would mean that if you were "top 1%" or whatever you would only be facing super sweaty survivors all the time and be paired against only top killers like Spirit and Freddy and top Nurses.
Instead I'm pretty sure what the system does is look at something like the average of the survivor's ratings to assign a rating for their team and pair that up with a killer of similar rating. So a low-to-mid-rated killer might go against a high rated survivor plus three low rated survivors, for instance. If I'm right about that then you could easily have someone like Otz teamed up with a bunch of low rated survivors going against a mid-rated killer; basically the newer players are "Otz's matchmaking handicap" in a sense.
And that's fine, assuming the matches they get overall are still reasonable and the queue times are short.
Tbf what Scott Jund was talking about, which he mentioned, was that, even if the MMR system works perfectly, thats not something people want either. Because then peoples "favourite content creators" would only meet tournament squads and never do silly things anymore. And the best survivors/SWF would only meet god tier nurses and spirit and most of them dont want that either. And that at the very least it would grow boring. He then went on to say that he dont think its gonna work perfectly and more or less predicted this outcome as far as I recall. Could be wrong on that last part, but the first bit is accurate. He was only worried about it finding "perfect matches" so people always had to try, instead of people deciding how much they wanna try to win in each game, and how much they just wanna goof around.
Agree or disagree that was more or less his opinion.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1513789#Comment_1513789
You're missing an important entry in the patch notes themselves...
The Hillbilly
The Hillbilly has a versatile kit with traversal and double-damage effects as a part of his base power, leading this character to overperform compared to other Killers. These changes introduce a resource management aspect to place some limitations on access to his tools.
https://forum.deadbydaylight.com/en/kb/articles/210-4-1-0-mid-chapter
Can anyone say that overheat billy has less access to his tools than OG billy? In my opinion it doesn't appear so.
I mean he is still limited, you just have to (as they have said) "misuse" his power. Which clearly seems to be spamming it at a pallet, or keeping it ready to go at a moments notice at hooks. So yeah those are things he no longer has access to, as easily. As in, he is limited.
You could also argue that his add-ons being changed is a limiter on him, considering insta saw Billy is now either gone, or requires you to be a 110% killer. Again limited.
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@DBD78 said:
Spirit don't need a nerf. Survivors need to learn how to play this game.
Considering every killer content creator (maybe aside from Tru3, although he wouldnt call himself a killer main I guess) disagrees with you, and some like Otz even considers her better than Nurse. Not to mention most players with several thousand hours in the game disagrees with you, im gonna go out on a limb and say that you are wrong.
That and just the general community, besides like most spirit mains, would like her nerfed or at the very least given proper counterplay besides flipping a coin.
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@iamDerkie said:
https://forum.deadbydaylight.com/en/discussion/comment/1512241#Comment_1512241
I didn't post this to argue with people. Your opinion is yours and mine is mine.
People will game the system regardless of what is in place. They always have and they always will. But for every 1 of them, there are 2 more that want to use that info for actual improvement opportunities. If they don't want people to game the system then delete ranks, pips, emblems, and scoring all together. But wait, they won't. Because there's people out there that like knowing "how they did" in that game. Which brings me back to the point of the post.
Sure people will always try to "cheat" the system. Thats why depip squads exist. But why would you make it easier for them by litterally giving them "oh btw if you do this you will depip harder and faster" information. I am all for more information but there is a limit, and "giving the math" behind the mmr would be a very bad idea. Giving vague information about whats being used to calculate might still be too much but I am at least for that. Just dont give the information about, the actual calculations or the "weighted numbers" or anything specific in general.
When it comes to stopping people from gaining the system but still giving people a general idea of whats going on, vague/shallow information is the way to go.
@vector said:
https://forum.deadbydaylight.com/en/discussion/comment/1510699#Comment_1510699
lol. In any other ranked game people want to go up in ladder as high as possible facing the strongest enemies, why would here be otherwise?
Why do you think someone is intersted in playing vs boring potatoes? Complete nonsense.
well, i dont have math (i dont need it anyway, i would like to simply see MMR and mb top 100 killers ) but im having the easiest games of my life and this is not very fun.
Yes people in general want to go up the rank ladder in competitive games. In general. But I know so many people that would rather play easy games over and over and over than go up the ladder. These people exist and think thats the funniest way to play games. Demolishing people that never stood a chance.
Why do you think people make smurf accounts? Sure again, some do it to practice something different, against easier opponents and so it doesnt hurt their rankings. But a lot, and I cant stress this enough, a lot do it just to have easy games.
Ya gotta remember, that fun like so many other things is subjective. Playing fair and possibly tough matches might be fun for you and me. But so many people want "Casual mode". They say it is for not wanting to feel they need to stress over their performance or having to sweat to win. But I would argue that unless you remove the winning conditions entirely then people that wanna sweat or destroy casual players would just swoop in and wreck them for the fun of it.
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Honestly the only killers I have had bad matchmaking on, is killers I rarely play. Killers I havent been playing for more than a few games (we saying one hand here) since the beginning of 2020 (some I havent played in years). But when I play those I get matched with rank 20s-16s or similar, and thats not fair man.
Lets pretend the old ranks were fair, they werent but lets pretend, and give numbers to the mmr. Rank 20's and newcomers would be 0 MMR, and Rank 1s would be something like 1000 mmr, just to make my point. Maybe in a real scenario you real mmr could climb infinitely, who knows, but we'll go with 1000 for now.
Lets say the starting line for mmr is 0, as you play on killers the "Baseline" for your mmr goes up a tad, and depending on how well you did on that specific killer, that killers mmr goes up maybe either slightly more or a lot more than the baseline. Lets say the max a baseline MMR can go to is 500 (or about rank 10 in this scenario), and the max your specific killers mmr could go to is 1000. So lets say you have played like 100 games on Freddy. You have done quite well and he now has a mmr of maybe 850, but your base mmr stopped around 500. So if you suddenly stopped playing Freddy and started playing Trapper, you shouldnt start at 0 mmr, all your other killers if you have played that much and risen that quickly should start at 500 on killers you havent played.
Its insanity to me to think that anyone who has played killer for 1000 hours, gets the next new killer and ######### murders rank 20's just because they have never played that killer before. At the very least they should at max face "green ranks". But I guess we will see a post in a few weeks saying "Small tuning have been done to the matchmaking, that was incorrectly putting low ranking and new players against veterans."
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@Knoop_Dogg said:
https://forum.deadbydaylight.com/en/discussion/comment/1505119#Comment_1505119
Yeah I would really like some devotion rewards even if its just a small shard increase. We'll just have to wait and see what the devs add for the prestige reward, I just want this change because it gives you a reason to prestige and it makes grinding way easier in the long run.
Yeah I get you, its an interesting way of circumventing a lot of grinding while at the same time encouraging prestiging, without taking a way all of the grinding. Its very good for newer players (I say newer but really anyone with less than 1k hours will get massive benefits from this), and it also encourages getting the dlc's instead of just unlocking the perks in the shrine.
I just hope for some sort of decent reward for players that have already done the grind and prestigede 3 times. I dont envy the devs having to try and come up with something.
I mean it could be like 500-1k shards, rewarded retroactively for each prestige level. Or maybe 10-20 auric cells or something similar. Not enough to earn all or even most of the liscensed characters. But enough to earn a couple of them. But I dont know their finanses so that might be a bad idea. Which is why I will just say I dont envy their situation :P
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I mean for new players this is pretty neat and a good way to lessen the grind for them. But prestige still needs to give something to old players.. Those who have unlocked most if not everything but dont wanna prestige because they will lose it all. Currently it does nothing (as far as player stats have discovered at least) beyond giving cosmetics.
I would like for it to do something retroactively to those who have already prestiged but I will take what I can get. And personally I would like for devotion level to give some sort of reward or for rank level to give some sort of reward. But thats just being slightly greedy. For now I will be happy knowing they are working on some sort of prestige reward (at least they mentioned that a few months back).
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Yeah I was trying to imagine playing against survivors on these and I dont think I cant see it being terrible. They might need a bit of spicing up here or there to make them slightly (and I do mean slightly) more safe in some spots. But in general I would say they at the very least add something new to the game. So I approve.
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I kind of like this idea, personally I would be satisfied with a totem counter in the HUD. But if shrines were located either just in the basement, or key locations like.
Basement, Main building, Exit gates. Or something similar to help people keep track of them. Only reason I added more is if there is noed, the last place you wanna go is the basement.
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@supersonic853 said:
i mean i just played a game with 4 calm spirits and iron wills as doctor. So either it was a really educated guess or they were using a program. And with the lock theres nothing i can do to counter it but just dive head in and get countered hard.
I mean beyond constantly changing killer you couldnt really counter it anyway, since perks arent visible.
But I find that interesting, because out of curiousity I read up about this exploit (I play killer mainly so wanted to know) and the site I got after searching mentioned the exploit was patched out in the latest patch. But then again I dont really sweat the details too much I just play the game for fun. And dont really play any 1 specific killer with an easy to exploit weakness, play a lot so I think even if I stumbled upon people exploiting it I wouldnt notice.
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To be fair, the devs are notoriously slow and rarely make grand statements about whats coming or what they would like to include and patches are fairly slow compared to a lot of games.
But with that said, people are always bitching about anything and everything. People were still Bitching about the old Billy overheat despite it already being changed to a new much less punishing one. Or complaining about cosmetic sets despite it being 2 months later and its 100% not getting changed. Or even complaining about auras despite the devs saying 20+ times that they are working on a fix.
Some people will always look to complain about something. Doesnt matter if its not important, if it has been acknowledge by the devs that they are fixing it, or if it has already been fixed. Its their hobby to complain.
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@danielmaster87 said:
Multiple games now the killer has tunneled 1 person to death for the 3v1 without chasing hardly anyone else, then get easy hook trade camps the rest of the match. Their defense? "I'm better than you. Get good." These aren't yellow rank noobs either. These are red ranks which legitimately worries me. I know we can't exactly play on an honor system, because even I as killer tunnel/slug when the gens are going too fast for me. But I have never said that playing like that wasn't scummy. It just has to be done when you as the killer are rapidly running out of time. To claim that kills that came from tunneling and camping was skillful is ridiculous, and disgusts me as a fellow killer player. Yes, playing scummy can be the optimal thing to do, like having 2 hooked people and patrolling them both. But it's still scummy, nothing to be proud of like these guys are. If you think it was all skill that made the survivors lose when you're using a mori, or NOED, or camping, mass slugging, or tunneling, you're delusional.
Then stop him from doing so. As many have said, just stop unhooking. Its actually all in the survivors control to play around it. But the first step is to realise thats whats going on.
And if you think those people are being serious then either they are delusional or you are. Most people that talk like that are trolls. They are there to cause frustration and make you angry. I a friend of mine will go out of his way to say whatever he thinks will piss the survivors/killers off. A killer getting stomped "Close game"/"gg ez". Some people will go out of their way to be dicks because thats what they find funny. And fun is subjective. I have given up trying to make him stop because it hasn't worked the last 10 years I have known him. You can't control what people find fun or how they play. You can only control how you react to it or how you play.
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In general I agree, except Nurse being easy to counter. Thats subjective at best.
Dc penalties being gone = "I dont like it? I leave!" mentality being in full upswing.
Suiciding on hook is more less being worked on. At least it will take longer to do in the future since it seems they are trying to implement the skill check instead of space bar massacre, during struggle phase. How they will fix "attempt to escape", is bit harder. But my personal take would be, unless the survivor has Slippery meat that gives them additional chances to escape, no one should have more than 1 attempt to escape hooks, but keep the time lost the same. This way it would at least still buy the survivors time to either unhook him, or let him die but get gens done.
Dont get me wrong even with all this, dc penalties returning at some point, and maybe making it harder to hook suicide people will still leave. There will still be people that hook suicide despite it taking them maybe 1 minute instead of 10 seconds, and there will still be people that dc. This is not counting people that have valid reasons for leaving. Because they arent trying to look for a new game afterwards(or at least they shouldnt), they are either reporting the bugs/hacks/exploit that made them leave. Or their house was on fire or something IRL and they had to deal with that.
But people will always have the "I dont like it? I leave" mentality. Its just a question of it not affecting the remaining players as much. So in general I think the remaining players (both killers and survivors) should get blood points and possibly some emblem points (but not if they are premade with the guy leaving).
I would really like to see a system that just straight up took blood points from the people leaving and gave it to the remaining players (again unless premade with him). And if he didnt have blood points to give, he would have to earn them in the coming matches. Something like 5-10k to each survivors/killer. And that punishment would stack so at some point you would be giving 15-20k bloodpoints to each player. Or something like that. But I know that would be hell to try and implement so its just a pipe dream :P.
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@Venoxxie said:
Err... last I recall the penalty came back with the patch. Or did they remove it AGAIN? smh...
But I personally like the penalty... sure I got a 5 minute one the other day because my internet company is being a big dumb but that's my fault for playing with terrible internet. Disconnecting is ONLY there for emergencies as stated by BHVR, it's not an emergency to go cry in a corner because you're losing. So again, I like the penalty. It screws over people who deserve it.
Yes, it has bugs like for instance I saw one the other day where a survivor DC'd and the killer got the penalty somehow... and that's the awful part but other than that, it's a good system it just needs to be perfected.
Unfortunately BHVR fell asleep at the latest patch and forgot to include a fix for the exploit that let some give dc penalties to people that didnt leave. Or at the very least they didnt fix it properly, because a streamer just got a 72 hour ban from a killer game he won.
So the dc penalty is gone again.
@CyanideBlaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1503753#Comment_1503753
Honestly, though, is it really the players fault at that point? If a game almost dies because that many of the matches are getting thrown by people who hate certain mechanics, that's not on the playerbase so much as game mechanics making the game unplayable for a large enough number of the players to put the game itself jeopardy.
If it gets to the point where everybody is DCing for this or that reason and the game begins to die, to me the issue is the thing making everybody DC and it's something the Devs should look into.
Like, if everyone is finding aspects of the game that make certain matches unplayable to the point where 9/10 games have a DC at that point it sounds to me like maybe it's just a bad game and needs fixing, and if it starts happening again, well... 🤷♀️
DC penalty or no, sometimes this game is unplayable. It's alright right now, but during events? Horrible. The worst games I've ever had in my life. When new stuff gets released, be it events, killers, new rift thingy, it goes straight to the dogs and you have to ditch it for at least a few days because there's nothing in place to stop some players from abusing certain mechanics.
You do realise that most people that dc just do it because things didnt go in their favour. First to go down with 0 gens done? Meh dont wanna bother. DC. 0 downs with 3 gens done? cya bitches. DC. Most of the time the people who are leaving are just doing it because they dont find it fun to be on the losing side. They dont wanna find out whether can win or not by playing the game, they just wanna stomp the oppossition.
Yes sometimes, people dc because the thing they are playing against is hella unfun, examples could be
Spirit, Mori, Freddy for Survivors
Ormond, OoO, Haddonfield for killers
Holding the game hostage (bannable), getting teamed (bannable), "toxic" play styles (not bannable).
But besides Hostage games (which are almost impossible to do, but when they happen ######### me) and other bannable offenses or game breaking bugs, then there are no in-game reason to leave the game. Ofc you should still leave for IRL reasons but thats not whats being argued here. And hey if you are experiencing those bannable offenses or bugs, you should stay long enough to get some proof for them, video if possible, and then leave. So you can spend your dc penalty reporting them anyway.
Just to use a game as an example, if LoL had 0 dc penalty that game would have died out years ago (as it should xD), but not because of the game but just because people dont like playing what they consider to be lost games. Doesnt matter that come back mechanics exist. They just want to win and win big. Same goes for almost every other multiplayer game. Im not talking about normal people that are willing to play even lost games through. Im talking about people that are willing to DC for ingame reasons.
"Its not fun to play vs a mori." ok well change your game plan then, when someone gets hooked leave that survivor on the hook until another survivor is getting injured or until they are half way through struggle phase. They are dead anyway if they get caught again, might as well get gens done if no one else is getting chased. So many times I have won against moris with at most 1 dead, even with mediocre solo survivors.
That killer is not fun? Ok well you should probably stop playing survivor for a bit then and go play fun killers to play against. Just so more survivors have fun. A lot of killer players find it very hard to play against good survivors so they will take some of the burden of their shoulders to play a killer thats stronger or that gives them an advantage in some aspect.
That map or perk is not fun. Hell no it isn't but that shouldnt really be much of an excuse. You shouldnt waste other players time because you rolled the dice, got unlucky and got something you hate. If there are maps you hate then use map offerings to go anywhere else. Its not guaranteed to work but it will minimalise the issue you have. As for perks, bite the bullet and play the game. I cant ######### stand OoO but I have played the game enough to know to ignore them unless I can get free hits on them. Its likely you wont win against good teams with good perks, or good killers with good perks/add-ons. But your chances of meeting the exact same BS twice within several hours is really small.
TL;Dr if you arent willing to play the game because you got unlucky, then you really should reconsider whether you actually want to play or not. Its not on the game to stop being annoying, its on the players to decied if they are willing to ignore the annoying to play the game anyway, because the good outweight the bad.
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@mentalpopcorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1503594#Comment_1503594
I've seen him get a Penta at level 1, and a Penta with only his ult.
It's been years since riot has released a champion at around 50% winrate. It's either abysmally bad or ridiculously good. Voli was awful when he was first reworked. Then they buffed him and for a short period he became the best jungler in the game.
Lillia I think is the one exception to riots bad game design. While her winrate is VERY low, she's not bad. She's just weird to play.
I legit stopped playing when Aphelios came out, I just couldnt be arsed to deal with Riots bullshit champion design or their game in general anymore. Maybe I just sucked but considering how difficult it got to carry if you were far ahead compared to a few seasons earlier it just wasnt fun for me anymore and aphelios was just the tip of the stupid iceberg.
But to the matter of fact which this thread is about, It really sucks about the dc penalty being gone again, although I understand why. I so dearly wished they had fixed their mistake and the bug with it, but I guess Billys add-on changes werent the only ones not making it into the patch :(
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If you suck with him now, you must have sucked ######### BIG TIME he is hella strong now. Being able to use his chainsaw for a longer time, a longer distance and moving faster while doing it. While at the same time giving you the option of not using all charges as well not forcing you to use the full animation after each chain saw. That and you no longer have to guess whether his chain saw is ready to go, it activates when full. The only way he might have been "nerfed" is if you were using some add-ons that got changed, but even there I dont think it matters at all. Or if you liked revving in survivors faces, in which case rip dude.
Its just a blatant objective statement and a fact that he got buffed.
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@mentalpopcorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1503106#Comment_1503106
The bugs have been lurking in this game for months? No no, that's wrong. They've been bad for years. Terrible bugs have plagued this game since it came out. Every time one bug was fixed another popped up. I really do love this game, it's unlike any other in it's genre (and was basically the thing that made this genre of survival horror so big) but the developers are so unacceptably negligent. Great idea of a game, but between badly implemented game design and a plethora of bugs since it came out, I get so frustrated with the game. I barely play it now because it's just not worth the time. Between insane toxicity on both sides, an awful community always begging for something to be nerfed, a never-ending conga line of bugs, and negligent developers that continue to release more and more killers that aren't really thought out and either op or useless perks, this game is just bad. I really want to enjoy playing it, the idea is there, it's a great idea. It's just so bad. It's a great game with basically nothing good about it. It's how I felt about rainbow six siege for a very long time, but compared to DBD, R6S is a perfect game with no bugs or balancing problems (and we know this to not be true)
The only example of this immense amount of negligence in a good game that I can think of is League of Legends as of late with the release of champions like yuumi or aphelios. Releasing things where you just look at the developers and think "what the ######### was the idea here" a permanently invulnerable champion and a champion with 48 different skills.
Did somebody say "200 years combined experience in video game development"? Because in steps Yone, you know yasuos brother with Yasuos passive, Q, Old evelynns ult on W, and zeds ult on his E. Whats his ult you ask? Well we watched a lot of anime and came up with a knock up aoe burst mix damage stun where Yone says "Nothing personal". Ressources? nah but he does do true damage as well as a mix of physical and magical
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I cant say anything for sure, but I would assume that their "average" mmr decides who they play against. Its gonna be their overall success or lack there of that decides who they play against. So if they usually play against red ranks and lose (3-4 of them die), then they might face purple killers. If they face brown killers and win big (all 4 escape) then they might face green rank killers. Where as if only 3 escape vs brown killers, they might face yellow killers. Im assuming that depending on their average succes vs certain killers its gonna try and face them vs killers that fit similar succes ranges.
Rank colors are only used in this example to make it a bit easier to understand what I mean. Its gonna try and get them to face killers that have a fighting chance against their overall team. So if they continue to beat what would be considered a purple or low red rank killers, then they would continue to face better and better killers. That at least is probably the idea.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1503160#Comment_1503160
Every time I think “well it can’t get any worse,” the devs prove me wrong
Fair enough, but what I forgot to add was that the devs have mentioned they can turn the mmr system off again if it isnt working, so my guess would be the old ranking matchmaking isn't getting deleted its just being turned off. And by that logic, it cant get worse.
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@King_Steve_Forever33 said:
So second wind activates after you heal another persons full health state, amd wont activate at that time if you are already broken. Then when you get off a hook your broken for 30 seconds while you heal. Deliverance makes you broken AFTER jumping off a hook for 60 seconds, so together you should either heal and then have 60 seconds of broken OR heal after the 60 seconds is up. Instead, your broken 60 seconds and second wind stays activated until your next hook, so the next time it will actually heal you. This doesnt make sense.
The way second wind works is. You solo heal a survivor (or coop on healing 2 survivors), second wind is now active and ready unless you were broken during the healing. Now there are only 2 ways this can be deactivated, 1. Is when it heals you, 2. Is when it tries to heal you but you get downed before the 30 seconds pass.
Now if you use deliverance, you are broken from Deliverance and unhooked. At that moment second wind tries to make you broken. But since it cant give you that status effect twice the perk doesnt do anything, and because it couldnt initiate this part of the perk it doesnt start the healing part either, and the perk just waits until you get unhooked again.
As for why it works with Adrenaline, well my guess would be that adrenaline has basically already taken effect before you even unhook. So that perks ability takes priority and heals you before it gives you broken. And if you take damage before the 30 second time window well tada, dobbelt heal.
This is ofc just speculations, based on my limited knowledge of coding and how the game seems to work. But I am also fairly certain im mostly correct.
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Who cares? No seriously who cares?. If you are talking about builds...well you cant see the build so it doesnt make sense to switch character just for that. If you are talking about items? Well they can already wait til 15 seconds and just switch item there making it impossible to "counter" with the appropiate force. And if you are talking about Blendettes.... yeah ok I feel ya on that one, but its mostly not a problem worth making any sort of post about.
Its really really rare you meet the dickheads where they all just before the last second all switch to the "we all have the same cosmetics on the same character" squad, with 4 flashlights/toolboxes/keys + map. When it happens it sucks, I grant you, its some of the worst. But its really really a minor issue man.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1503108#Comment_1503108
"Using both of his ultra rares changes the game rules completely and makes it more like youre actually playing against the villain of halloween"
This line right here is why I love this addon combo so much. Myers becomes possibly the scariest killer in DBD once he reaches his full form with both of these iri addons and a good build to complement them. They are iridiscent and devs said in the past that iri addons are supposed to (ideally) be huge game changes and his are like the only ones that impact the gameplay to such insane height.
I wish we had more addons like this that literally unlock completely new ability that is gamebreakingly strong but has also many big drawbacks to balance it out. It doesn't even have to be good (meta wise) but fun in a way that changes killer's playstyle completely. I just love them so much, facing a killer that can actually just grab and kill you once he reaches his full power is so menacing.
We might just have gotten that with the Billy add-ons....when the actual changes go live. They arent changed yet, but they are supposed to
- Make him undetectable after charging for 2 seconds (they only work after 5 atm) and combined with a purple add-on his chain saw doesnt make any sound either outside his Terror radius (which will be 0 when undetectable)
- Be able to charge through pallets at the cost of not 1-shotting players if hit shortly within the time of breaking a pallet. But otherwise still 1-shot. At the moment its a speed limiter that makes you charge through pallets.
And yes apparently these changes are coming, they changed the text just not the effects.
Otherwise the only killer I can think of immediately that fits the bill would be Nurse, or hag. But in their cases its not neccessarily their iridescent add-ons but actually their purple. Like the hag, building a body blocking wall. But no longer being able to teleport. Or the nurse (with a green none the less) that gives her normal movement speed after hitting a blink attack, but no longer letting her blink for 60 sec. Or with purples letting her instantly blink back to where she blinked from.
There arent enough of these silly/cool add-ons that kind of change the killers gameplay, most are boring stat buffs. Which I am 100% fine with, for the most part. But the purples and Iridescent should do gimmicky/cool/fun stuff, or give great powers but at great cost. Iridescent head 1-shotting could easily be balanced. If she was unable to carry more than 1 hatchet (as no additional hatchets from other add-ons) or make it unable to 1-shot unless we talking long-shots.
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@Todgeweiht said:
The tombstone is only good if combined with the tombstone piece and PWF
??????????????????????????????????????????????????????????????????????????????????????????
So the tombstone, that lets you mori as many as you want for 60 seconds for 100% extra stalk time, and at the cost of movement speed. Is only good when combined with the tombstone piece? The one that lets you mori 1 survivor at the cost of your entire tier 3 power, and for 75% additional stalking time.
You are gonna have to explain that one to me chief.
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@hahadrillgobrrr said:
All I think about these "MMR will kill the game" threads is people are afraid of challenge. They want to bully and get easy games. Matchmaking is bad and has been for a while. You can get red rank killer as yellow / brown rank survivor and you can get red rank survivors as yellow / brown rank killerr. How can MMR kill the game when all it does is make matches more fair, if it works properly?
I mean the worst it can basically do is change nothing. Which ok, im dissapointed but eh its not a disaster.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1500538#Comment_1500538
https://steamcharts.com/app/381210
Dead my ass lol
In the last 4 months there's been 50-60k people playing a dead game.
*at the same time on steam alone. The actual numbers of active people playing is apparently (according to numbers from Behaviour) over 1 million, they just arent playing at the same time.
Not undermining your point just building on it :P
And yeah, please let dc penalties stay. Games as killer and survivor were stupid before the dc penalties and were stupid the minute they were gone again.
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@Azarath said:
https://forum.deadbydaylight.com/en/discussion/comment/1501458#Comment_1501458
I get camping if there's 2 survivors left and you know the last guy is going to save him, so you can secure a kill. But camping after a single save or literally the first survivor is not the way the game direction should be heading towards.
Its not very fun to go against I grant you. And I wont say I like people who play that way, besides some exceptions, I know some content creators did it as an experiment, to see if it works..spoilers it did.
I have only personally done it, in the last year at least, when I believe the game is over and I give up. I take my last down and camp him. But I can think of a few reasons why.
- Being a dick can be fun. I wont even deny that playing like an ######### can be fun. I dont think its fun to only play like that but if you play like that once in a blue moon then it can be very fun. I usually just grab a game of spirit with best add-ons or Forever Freddy.
- The killer is angry at you for some silly reason. It can be keys, it can be cosmetics (lol), it can be you tbagged, whatever the silly reason is could be justified to him. I know I have done it after getting absolutely schooled by a survivor and basically lost the game on that one chase, so he got camped because I was annoyed and because I didnt wanna chase him again.
- "Newer" player. I know for a fact a lot of newer players think that they have to defend the person on the hook from being rescued so they camp the guy not realising that its a bad idea. But it also works a lot because newer players usually play against other low rankers. And they will all dive bomb the hook to save or play hide and seek because they are scared, instead of doing gens.
- It works. This is kind of a point build ontop of the last part. If a player learns over a lot of games that camping gives kills and wins then unless they find the play style boring (luckily a lot do) then they will continue to do so even in green/purple/red ranks. Because yes, even at red ranks survivors sometimes play like badly and dive bomb the hook.
There are probably more but those were the ones I could think of on the spot.
Now as for why this is "allowed". A lot of reasons really, the devs know its impossible do anything about it. Removing the ability to camp, would remove the ability to defend the hook from people going for the save, or to stop people from saving. If you mean why dont they get punished for it? Devs tried including one method a long time ago where the timer for the hooked guy slowed down when getting camped. But that was soon abused by survivors just looping the killer around or being close enough to the hook so the killer could either give them a free save or watch gens pop in the distance while no one was dying on hook. And it cant be a reportable offense because a lot of times camping is the only viable strategy left for the killer to get anything out of the game, or as in the scenario you said up only 2 survivors are left.
But most importantly of all, the reason its allowed is the same reason anything else in the game is allowed. Its a mechanic in the game, and unless its an exploit, its allowed. Just to go over the silly things people apparently have reported people for, Looping is allowed, tbagging is allowed, tunelling is allowed, camping is allowed, bodyblocking is allowed and slugging is allowed. And unfortunately survivors suiciding on hook is allowed(although I believe they are working on reducing that with a fix to struggle mechanics). Even leaving the game is kinda allowed, allowed but punished, if it wasnt allowed they wouldnt have the "leave game" button, and they would get banned. But I guess one reason is for the few times someone actually has to leave for real life reasons, beyond that its heavily frowned upon.
Beyond that well because the power to counter it is really in the survivors hands. The second someone gets hooked 1 or sometimes all 3 tries to go and see if they can unhook the survivor. The second they notice he is getting camped survivors should all split up and do different gens. Within the time limit of the survivor dying on hook 4 gens can be done, 3 on different ones and 1 one together. And most of the time 1 gen is already done before the first down. Not always, but most of the time. But I get thats an ideal scenario, which is why at least 2 people usually end up dying to a camper, and sometimes all 4 when the survivors are too altruistic.
Thx for coming to my TedTalk
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Their explanation for not including it seems pretty weak to me. "It could be used by none color blind killers to make it easier to see scratch marks, blood, etc" as in their explanation is that it can be abused......ok? When survivors can still team up and "abuse" voice coms whats the big deal with killers being able to slightly track better.