Red_Beard
Red_Beard
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2399634#Comment_2399634
This can 100% cost you games, pop is one of the most popular killer perks for a reason and not getting a down + hook can be the difference between gates being powered or not at key moments.
But you weren't supposed to get the down though because the server saw that the pallet was down far enough to stun you before it saw the hit to the survivor. So you didn't really lose the hit, it just looked that way on your screen because of latency.
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This is what it says in the patch notes.
"When a Killer attempts to grab a Survivor, but the request is refused by the server (usually because the Survivor has stopped performing the interaction) the Killer will now automatically transition into an attack instead. In addition, achievement and challenge progress will be granted at the beginning of the grab attempt, regardless of whether or not the attempt is successful."
It doesn't say it will reward a hit, just that it will transition into an attack.
You can clearly see the game square your character up so it does start the grab from your perspective. So the question would be is the missed attack a result of a problem with the new grab to attack transition or as a result of ongoing performance issues that console especially has been experiencing. Either way, it looks like a valid concern to report.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2399380#Comment_2399380
I'm on console, I have to go through hoops and loops in order to upload a video, I'll edit the post and upload the video in a bit. It takes forever for me to upload the video so I can send it.
You can edit your post to add the other information they ask for too.
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@DwarvenTavern said:
I'm unsure if it was implemented or not, but the feature isn't working and I'm still smacking a gen after a survivor cancels my grab.
I can get a video if absolutely necessary
A video would probably be good. You are supposed to follow a template and provide more info. Look at the pinned post at the top of the bug section. Are you on PC. You are supposed to also upload your log file if you are.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2399067#Comment_2399067
I'm not only considering only my perspective, I'm just saying to have way better ping and it's not even close to being dropped to be denied it isn't really a good thing. So yes they need to fix it/adjust it, that's all I have said.
Removing the killer seeing a hit canceled from consideration for this question because I agree that is frustrating and what the mods have said they will give feedback to the developers about, why isn't it a good thing? If the server received the stun from the survivor before it received the hit from you, shouldn't the survivor be rewarded the stun?
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2399021#Comment_2399021
Well I had better ping and they arent even close to 50%of the pallet drop to stun me so even if there screen is different to mine I had the better ping
And you cant upload videos on forums and I assume most cba to upload to YouTube etc
Well I hope they take the advice and fix it. Maybe it's worse in EU? honestly not sure how we share the same server as so many others, its obviously gonna be different from uk, russia etc.
I'm not sure why you keep saying you have better ping therefor you should win. That is not how math works. Please refer back to the example in my first reply to you. On their screen, the pallet was past the 50% drop mark and they weren't hit by you. Stop only considering your perspective.
And people post links to videos all the time on the forum.
Yes, I hope there is something they can do to make it better for the killer perspective but still keep it fair for both parties as well. Additional servers may help. That also might dilute the player pool more though and create longer queue times. I guess you have to pick your poison.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2398937#Comment_2398937
When I clearly get the hit with better ping it's not fair. The person with the best connection should be right no matter the side whether that's survivor or killer, I'm use to people with bad connection but it doesnt revert a whole health state, eat a stun, give them a burst in speed all while you had the better ping. In other games theres a slight delay in bullets, which you fire multiple of so it's not comparable in reality
I agree it should go to the player with the best ping if the two actions (throwing the pallet and swinging the weapon) start at the exact same time and they both take the same amount of time to complete. I'm sure it does go to the person with the best ping in that scenario. But when you see the survivor initially throw the pallet on your screen, that is not when the survivor actually threw the pallet on their screen. They threw it earlier because it had to travel from their computer to the server, wait for server processing, then travel from the server to your computer. So in my opinion, the fairest way for both sides is to award it to the person who's action reaches the server first, which is what this update is now doing. And in PUBG, I have head shot people, seen the blood spray but I ended up being the one that died because they shot close to the same time and because of the latency delay, I saw something happen on my screen that the server said shouldn't count. So it is comparable. Why is only your perspective what is fair? You realize their is someone on the other side of you playing who deserves a fair system as well?
As for the speed burst comment, I have been playing mostly survivor since the update rolled out. I have not once seen my character get a hit cancelled on them and been given a speed burst unfairly. Does anyone have a video from a survivor perspective clearly showing they had a hit cancelled and received a speed boost from the cancelled hit?
Also, I am not disagreeing with you on the fact that it sucks you see something happen on your screen that didn't really happen according to the server. As already stated, Mandytalk is giving this feedback to the developers. There might be something they can do about it to make this situation better.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2397773#Comment_2397773
Then it should be fixed, if my perspective is worse of than the player with a higher ping and I'm the one getting punished because of it doesnt seem really fair.
So like I said am I expected 1ping to see what actually will count? Or do we just have to guess now?
Its really just annoying and frustrating to play with this along side a bunch other issues such as audio, scratch Mark's etc.
To answer your questions first you always should be thinking about latency and adjust your play to account for it in multiplayer games. Every multiplayer game has this issue. If you read any top tier PVP or even PVE guide for WOW, they usually talk about latency and adjusting for it. When PUBG was popular, they tried to match people with the same ping together to lessen latency issues. Unfortunately I don't think Dead by Daylight has a big enough player pool to do that and not massively increase queue times for most players.
Mandytalk has stated in other threads that she will be taking the feedback to the developer team about the false hits on the killer perspective. Hopefully there is something that can be done to make it look better. At a minimum, some type of indicator to pop up for killers to see if a hit was cancelled.
As far as being fair, it isn't fair from the survivor perspective to see they threw a pallet on their screen in plenty of time to get the stun to still be hit by the killer either. It can even look worse with grabs over pallets. So my advice for you now until something better comes along is when you get a hit at the pallet, you should be looking at your indicators and screen to make sure the hit wasn't cancelled. Or take a break until something changes.
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The higher in rank you go the more you need to do to earn a pip. Not sure what your play style is, but you need to do a little of it all. You can't just sit on gens the whole game and escape and expect to pip. You also can't just loop the killer the whole game and escape and pip. You need to take some chases, save and heal a couple team mates, do a couple gens. You can do some totems to supplement some emblem score in your light bringer emblem. You basically need to be a jack of all trades.
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@EntitySpawn said:
Well I have 40ping and get my hits taken away when it's way before the half way point. So either the devs have made mistakes in coding etc. (Very possible) or they expect killers to have 1ping
My 40ping loses hits to 60+ping
It's not all about who has the best ping though. It also matters when each action started, how long each action takes and latency caused by server decision time. Some other threads have had some people showing the math. To not take credit for anything, I'll just post a picture below what someone wrote. They had to make some assumptions because we don't know the times for everything, but here they show the math on why the server would grant the stun with no hit to a survivor with worse ping than the killer.
Don't forget too that everyone's ping fluctuates. Just because you see 40 ping at the start of the match and see the survivor with 100 ping when you check match details doesn't mean that was the actual ping of both parties at the time the actions occurred in game.
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I started playing near the end of 2017. The general consensus then was waving your arms meant I'm being camped. Even then though, there was debate about it. But I'm stuck in my old ways mostly so this is what I mean when I do it.
Waving my arms repeatedly means killer is camping me or patrolling the hook.
Grabbing hold of the hook and letting go at the last second before unhook attempt means I'm ready to be unhooked, come and get me.
Attempting to unhook myself means you are crouch walking too me for no reason or healing right beside the hook when the killer isn't near so you better unhook me before I hit stage two because if I do I'm going to kill myself on the hook or if you get me before I die I will run straight to the killer and let him down me.
When it is someone else, I just ignore what they are doing and figure it out for myself. If the gen I am on is close to finished, I will finish the gen. If not, I will run over to the hook and use my eyes and ears to figure out what the killer is doing.
I also get a little salty sometimes when people try to unhook themselves in front of me when I am running up to unhook them. I have on occasion stood there and let them hit stage 2. Kobe at your own risk.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2397296#Comment_2397296
Is it reliable though?
At least it happens to me quite infrequently.
I think it is as reliable as it can be without causing massive queue times. All multiplayer games have this type of issue. The player pool isn't big enough to only match players with the same ping together and even then, ping fluctuates for everyone, even those with the "best" internet.
I get it sucks to see you get a hit that then gets cancelled. This could be lessened if the stun happened at the start of the pallet throw, but because of ping differences you could still have it happen where you see a hit get cancelled. But that would almost guarantee no hits occur at pallets, which I think would seem unfair for the killer player.
Survivors deal with this too, it is just more noticeable with grabs and not hits. I have been completely through a window and over a pallet before on my screen and then pulled back through or over because the server said the killer earned the grab before I was all the way through. It looks really funny getting teleported backwards into the killer's arms.
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If the pallet is thrown and the server sees you hit the survivor before the pallet reaches 50% down, then you will have both the hit and the stun. If the pallet it thrown and server sees the pallet at 50% or more before it sees you hit the survivor, you may see the survivor hit on your screen, but the server will cancel the hit and just reward the stun.
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@Seraphor said:
A certain amount of his body needs to be visible within the center region of the screen, which is a square box.
If too much of his body is obstructed, by solid walls, grass/corn, or even your own head, then it won't work.
This is why he has a mechanic to stalk around corners. if done correctly, he can't be revealed because not enough of his body is visible.
And as pointed out, only one survivor can reveal at a time.
Do you have a source for this from BHVR? I know there is a pillbox shape around the killer/survivor models, this is the first I heard there is a square box for the center for the screen. When I was running with the crosshair, there were many times I had the crosshair directly on him and he didn't reveal, so he would have been in the box. I can't recall if he came out of stealth, meaning someone else was being prioritized though, but I'm thinking there were some times he didn't come out of stealth.
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@jakesotto said:
Two people cant reveal ghostface at the same time so while you're trying to reveal him by being right in front of him someone at a distance may be trying to break him out aswell
Do you mean if two people are looking at him it only reveals for one of the two, or if two people are looking at him it won't reveal for either? I'm guessing it just prioritizes one person, correct? When I was behind the Ghostface slapping his ass he walked away from me and I kept looking and he never came out of stealth. If there was someone else looking at him at the same time and it was just prioritizing them, I think he would have came out of stealth. So I do not think that was the issue on that occurrence.
Not saying you are wrong but do you have source of someone from BHVR stating this?
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2377722#Comment_2377722
I'm telling you with emphasis, it's all about the angle at which your camera is positioned towards ghost face. It really sucks.
After 5 games of playing against Ghostface with a crosshair on, I can tell you, with emphasis, you are partially correct. As in I was able to find a more consistent way of looking at him to reveal him, which was over the shoulder. I did have a game where he was standing still and I put the survivor between him and the camera, basically blocking him out with my character as you suggested, and it did NOT reveal him.
@kaeru said:
You shouldn't be too close and too far. Also you need to have certain percent of killer in center of the screen. When you close to killer it's impossible to keep him in center of the screen in motion.
I found center of screen to be incorrect. There were times I had the crosshair directly on him and it did NOT reveal him. And with over the shoulder, it really depends on how I'm running away from him or standing and looking. The crosshair might or might not be on him, but it always seemed more consistent.
Here are some images to give example of what worked best for me. The red star is to roughly show center of screen.
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Myself and I have seen a person post a video have also had a killer hit through a down pallet. It was just the one time for me. I think there are some tweaks that need to be made but it does seem better in my opinion.
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This patch is weird. Some people are saying they saw improvements, some people say it's worse, and some people that have never had problems before and now saying they have stutters.
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I've been having them on my PC for quite a while, i5 - 4690k 3.5GHz, 3501 Mhz, 24 GB Ram. GTX 970. They got much worse after the RE chapter release and it's two patches. After the midchapter, it is running better than before the RE chapter but still has some stutters with random actions.
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You are the fifth person I have seen post about this bug.
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Didn't you make a post yesterday about not needing blood points anymore?
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This happened to me this morning and I made a bug report too.
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@Paul0121 said:
I've had some good games tonight with small bumps of frame dropping, it's definitely improved, the only bad thing to happen really is that a killer quit just before the game began, the match still started like usual and loaded into the map but the game froze at that point and I had to close it and lost 2 pips.
That happened to me too. I made a bug report on it.
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It feels better for me too. Especially the start up and lobby screens. They should have fixed those long ago. They were so bad.
I still notice a few stutters here and there. Mostly it seems to happen with the glowing particle effects.
This update went in the right direction at least.
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Had a few stutters show up. When I turned a corner and the camera spanned on a hex totem. I was being chased by PP head and I had micro freeze when a hex totem was cleansed and I was looking in the direction of the bubble notification. Was being chased by a Wraith and when he got next to me and started uncloaking, I had some stutters during the uncloaking.
Most of these seem to be with the glowing particle effects. Same when spanning the camera with survivor. The stutters seem to happen the most when I span over something glowing.
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For my low/mid range but way better than the recommended specs PC, the game feels much better on survivor. I haven't tried killer yet. I've played on Lery's and Yamaoka Estate, both maps that gave me issues prior, and both felt really smooth.
The start up, lobby and loading screens feel much better. Prior they were very choppy and laggy feeling but are running very well now.
I have still noticed some stutters randomly when turning my camera as survivor, but nothing that feels like lag and no freezes. I did have some lower FPS and stutters while playing on Hawkins against a Blight in the new cosmetic.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2385950#Comment_2385950
If they lessened the self care priority compared to everything else that would fix the issue of it popping up anytime you try to do anything else. I feel like they raised its priority around the Twins release and it just screws up everything.
I just read the patch notes and they said they have made unhook priority over self care now with the mid chapter release. Hopefully this fixes it.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2385925#Comment_2385925
I wish they'd separate pick up item and interactions, I'd be fine if pick up/drop were same button. So many times in basement if someone with item died on a hook and killer hooks another survivor on same hook it screws up the unhook because the prompt for pick up item will show instead of unhook survivor.
Yeah, I'd be ok with combining pick up item/drop item. Then you only need to add 1 more button to separate healing out of interactions so you don't self care accidentally when trying to unhook.
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I think they should have two different buttons for pick up item and interactions and then make a third button for healing.
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I absolutely find try hard matches boring. Unless I am trying to complete a challenge, I only bring meme builds on killer. As killer, the most fun I have is against survivors that try more to prevent me from hooking than focus gens. The ones people refer to as "bully squads". They are so fun to face.
Survivor is a little different. I hate the try hard, tunnel at 5 gens and slug for the 4k killers. But at the same time, I try to play a little more optimally because I don't want to screw over my teammates. I have been playing a lot more survivor lately just because I find killer boring and have been experimenting with more meme builds. Currently I'm trying to cause some confusion with Diversion.
I try not to get mad though when I face someone that is trying their best as long as they are playing within the rules. Even though it may be annoying, it is ultimately their choice to be able to try for the win or screw around.
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@umad said:
I don't have any patience left for people who so obviously don't care about their players. They've paid lip service to console optimizing for years and done nothing. They should be abused and insulted, it's a consequence of lying and cheating people out of their money. If I buy a car that breaks down after 50 miles and I can't get my money back Im not going to be understanding towards the people that sold it to me. Im assuming these people are professionals and that consoles failing to play DBD isn't some surprise. We all know they made a cost/benefit decision at some point to continue to update the game at the expense of players using older hardware. Now they're trying to fix the problem after the fact. They should have just released DBD 2 on newer systems and PC only, and left everyone on older console models with the older game.
You should start your own thread then and not put this one at risk because of your need to insult people.
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I wish all my games were teams that swarmed me when I had someone down and trying to hook them. "Bully squads" are the only time I have fun playing killer.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/267740/ghostface-reveal
Funny, When I play Ghostface Im always revealed instantly after using the Power.
There are times I seemed to be insta reveled. But most of the time I can have a survivor run out into the open with no LOS blockers between us and I can stand there and mark them and they never reveal me. But according to a few posters on here, most people just don't know how to properly look at him. So I will try to experiment in games I get him.
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@kaeru said:
You shouldn't be too close and too far. Also you need to have certain percent of killer in center of the screen. When you close to killer it's impossible to keep him in center of the screen in motion.
It wasn't impossible to keep him center screen when I was crouched behind him because he wasn't moving. He was standing still stalking someone. Is there any reference from BHVR you can think of that states what too close and too far is? Do you know if your center screen has to be on his head, body or doesn't matter?
I have added a cross hair to my screen. When I go against him, I will experiment a little more and see if I can find a spot that works consistently given the advice mentioned in the thread.
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@PalletsAndHooks said:
You have to aim your camera directly at him to reveal. Most survivors are always looking down and around their character, you basically have to block ghost face with your survivor to "look" at him.
It kinda sucks.
I really don't think it is my technique. Like I said, there have been times I have been directly behind him, facing him, and it still won't reveal. It just doesn't work properly.
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I would disagree that the newer survivor and killer didn't learn anything. You don't have to win to learn. In my opinion you learn more from losses than you do wins.
But regardless of our opinions of learning, skill based match making should fix this type of issue in theory.
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I kept track of 50 games I played at rank 1/rank 2 as Wraith just before his most recent buff. When looking at the whole survivor pool, I had five, one kill games and three, zero kill games for a loss percentage of 16%. My kill percentage was 79.5%. Against full red rank teams, my kill percentage was 66%.
@Red_Beard said:
Hello my fellow Dead by Daylight enthusiasts. This is a follow up to my recent post giving some data from 25 Wraith games I played as a red rank killer. Those 25 games were played on a weekday. The next 25 were played on a weekend. I wanted a mix to account for the possibility of a larger pool of survivors giving me more balanced match making, presumably better on the weekend. I also wanted to have a decent amount of games played to give a good average. This post is the data combined from those 50 games. I did not do a full comparison between the weekday and weekend games, but I did add some notes in the first post, which can be found here.
https://forum.deadbydaylight.com/en/discussion/237236/update-numbers-from-25-wraith-red-rank-matches
An update to my hours played at the end of this experiment I now sit at 1605 hours played. I also play survivor, I believe only slightly less than killer, but I do not keep track.
I started the experiment at Rank 2, 4 pips in. I ended at Rank 1. The lowest I dropped while completing this was Rank 2, 3 pips. I played no other killer games during this experiment.
My goal through the whole thing was to play to win. This meant kill as many survivors as I could first and foremost, but also play get as many hooks as I could if I didn't think it would cost me the win. I didn't go into the games planning to aggressively camp, tunnel and slug. That said, if I felt I was getting behind, I used those tactics if I felt it was my best option to win. There were definitely a number of games I did have to tunnel. I also noted 2 games I played were I decided to hard camp a hooked and slugged survivor. Sometimes I decided to hard tunnel when I got down to 2 or 3 gens with 4 survivors alive. Sometimes I decided to hard tunnel at 4 gens because I could tell by how the chases were going I wasn't going to win otherwise.
I also decided not to slug for the 4k unless I could see the last survivor even though this was counter productive to the goal of killing everyone. This was because I was also somewhat curious how many people could beat me to the hatch. There were some games I could see the last survivor and still did not slug because I was confident I would be able to get them before they got to the hatch.
I never gave up trying to achieve the goal. If the gens got down and the gate was open, I still tried to kill everyone I could. I also did not dodge any of the lobbies.
I used the same perk build for all the games which was Corrupt, Pop, Whispers, and BBQ. I used the same add-ons for the first 40 games which were green Swift Hunt and Green Windstorm. I used purple Swift Hunt and purple Windstorm the final 10 games because I ran out of green ones.
I had five disconnects while playing. I didn't count the data from two of the games because the disconnects happened early on, so I played two extra games. I did count the data for three of the games because the survivors disconnected on death hook.
Now that I've bored you with a lot of background information, let's get into some numbers.
Blood Points
I earned a total of 1,409,722 in game blood points for an average of 28,194 per match. Survivors earned a total of 3,237160 in game blood points for an average per survivor, per match of 16,186. I did not record post game points for killer.
Survivor Ranks
I decided to break the teams down into three groups; all red rank, three red rank and 1 non-red rank, and mixed. And so I do not repeat a bunch of information put those into a table with kills and pips.
https://us.v-cdn.net/6030815/uploads/7I0L4Q989KD7/image.png
Kills Overall
https://us.v-cdn.net/6030815/uploads/O7MLTUU68EMW/image.png
I had a total of 159 kills of a possible 200 for a kill rate of 3.2 or 79.5%.
Of the 41 escapes, six were by hatch. Four of the hatch escapes were from the survivor finding the hatch first. Two of the hatch escapes happened in one match from a plundered key. That is 15% of the escapes being through the hatch.
Pips
https://us.v-cdn.net/6030815/uploads/7CBTIXUXQREK/image.png
That is a total of 45 pip points earned during the 50 matches.
More Frequently Discussed Perks
https://us.v-cdn.net/6030815/uploads/9H9I1Z7R4SFY/image.png
The dreaded DS/UB combo was brought 14 times or was in 7% of survivor builds.
I was stunned by a decisive strike 10 times or 17% of survivors that brought it got to use it.
Four of the OoOs were in one match. I was only able to secure one kill and I depipped.
Survivors activated Dead Hard too many times for me to count and I don't record my games.
Items
https://us.v-cdn.net/6030815/uploads/75KE4VTSVNKZ/image.png
There were four BNPs brought in the 50 matches.
https://us.v-cdn.net/6030815/uploads/COIVYC5XTRQ0/image.png
There were two styptics and three syringes brought in 50 matches.
https://us.v-cdn.net/6030815/uploads/FJ8PB12HF92F/image.png
I was stunned by a flashlight save six times with many more attempted.
https://us.v-cdn.net/6030815/uploads/TJYE7Q2HOX3I/image.png
There was a key that could open hatch brought in 8% of the matches. None of the keys brought were used to open the hatch.
There were three pink maps and no other maps brought in all the matches.
Offerings
I only brought blood point offerings. While there were a lot of different offerings brought, the most talked about ones are map offerings. For map offerings, two were Haddonfield, two were Dead Dawg, one was Hawkins, one was Cold Wind Farm and one was Macmillen's. That is 14% of the matches had a map offering.
My Thoughts
For killers that I feel competent with using their power, this feels pretty normal for me playing in red ranks. Even with full red rank teams, I performed a little worse but still am managing to kill more than 50% of survivors.
Of course, killers I am out of practice with, or never really learned I do worse with because I'm not that good with them.
In the 50 matches, there were only four games that I felt I had no chance of winning. But that isn't because of the balance of the game or the perks the survivors brought, it was because those survivors were just way better than me. I have I'm guessing roughly 900 hours playing killer. I am at the top rank. Included in that rank are people that may have 5000 hours in just playing killer. It is the same on the survivor side. If I get matched against those survivors with so many hours that know how to play against every killer, of course I am going to get stomped, no matter what perks they have, because I am not of equal skill as them even though we are both at the top rank level. And if ranking was such that it more accurately reflected skill level of the game, I wouldn't be a red rank killer, and I can accept that.
As for the toxic experience, there was only one game that in end game chat I got a GGEZ. Yeah, throwing a little salt, but not terrible. I have had some people say some terrible things, but it is very, very rare that I see this happen. Sure there was a lot of tea bagging and flash light clicking. But I killed most of them so I win.
Overall, I find playing killer at red ranks to be mostly easy and enjoyable when I'm playing killers I'm competent with. Definitely easier, in my opinion, than playing solo survivor.
https://us.v-cdn.net/6030815/uploads/6EXQ4ZUYIHWR/image.png
If you have request for additional information, let me know. I'll try to get if for you if I have the data.
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@Razorbeam said:
Survivors are a bloody nightmare to help, hey if I go unbelievably easy on you and it's clear I'm letting you farm up as much as possible would you mind letting me get my hooks before you leave, it's not even like their being dicks about it they just look terrified I'm gonna turn and kill them all at any second and then they all run away terrified...
If I was playing survivor, someone "going easy" might be someone that is just bad though. And I might end up being camped or tunneled off hook. When I played killer, I made it very clear I was going to farm and let them live. If I chased them off the gen, I stood at the gen and hit it. When they inched there way back, I backed off and let them work on it. I go to a hook and hit the hook. They would usually come over and start the hook swapping.
Being killer is the power role in the 1v1, you have to make it crystal clear you won't kill them. Otherwise it is hard to trust it.
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Yeah, I've had some killers disconnect. It has been while they were chasing someone though so I'm sure it was a game crash or loss of internet. There were some technical problems heightened by the 5.0 release that they are still working on.
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Yeah. I completely understand people can play how they want, but holy smokes, it isn't going to kill anyone to ease up a bit and help their fellow game players out a little. I farmed with most of the survivor groups when I got the killer crowns. I made butt loads of blood points. Me being the killer, I made it my duty to show the survivors I was ok with farming. As killer, I'm the power role in the 1v1 so I shouldn't expect someone playing survivor to just trust me that I was going to farm with them. If they indicated they didn't want to, I shook my head and left them so I didn't take advantage of them having to stop to communicate with me that they didn't want to.
Not the other way though. I tried to show killers I was willing to farm. They just saw a survivor not running as fresh meat. There were a few that made it seem like they wanted to farm. Nope. Foolish me.
The sucky part is I have to get them tonight or I won't get them. I leave tomorrow for a long vacation and wont be able to play for a few days when I get back, taking me past the event end date.
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Yeah, I feel you. I got all my crowns on killer. I had a couple people that really tried hard but for the most part they seemed to be fine with everyone getting some points and getting their crowns. But the killers I've been facing, so frustrating. Camp and tunnel. Can't let anyone go. Today is my last day to play before I go on vacation till the 12th and I probably won't get to play for quite a few days when I get back. Hopefully I can get them all before I head to bed.
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Some people have mentioned that you have to finish the match with Charlotte in control and not Victor. I didn't unbind Victor all match and was awarded the crown when the match ended. Not sure if this is intended. If so, I guess this can be closed.
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As a solo survivor who has no guarantee you will be rescued off the hook, I can understand avoiding the killer as much as possible if your goal is escape. But as 4 survivors trying to work together to survive, you could have gotten more involved with rescuing and taking pressure off of the other survivors.
You do walk and crouch a lot. If you aren't the one that has aggro from the killer, you could run more and waste less time getting to a generator. You started to be able to move at 8 seconds into the video and touched a gen for the first time at 2:21 if I remember correctly. That is 2 minutes of not really doing anything at the start of the match. It takes 80 seconds to do a gen. If you would have gotten to one right away, maybe more of the team lives.
It is entirely up to you how you want to play, as long as it doesn't break any of BHVR's rules. Don't worry too much about what others say. If you want to be a better teammate and also earn more blood points, get in more interactions with the killer so you can take some pressure off of the others and earn points in your boldness category.
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@smart212 said:
Anyone have this bug, i already get crown as Charlotte and finish the game, but when i look into my killer catalog custom, there are no crown head available.
A couple people have said you need to end the game as Charlotte and not Victor. I haven’t tried yet so I’m not sure if it will work for you or not.
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@LemonShark said:
https://forum.deadbydaylight.com/en/discussion/comment/2324389#Comment_2324389
Yeah that’s the same issue I had. Apparently I also can’t get crowns on the Twins either.
Yeah, same here. I made a big report for that too.
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I had this happen on one of my matches too on PC. I made a bug report yesterday about it. Different map though, Wrecker's Yard. Whenever I pressed the button to release him, the icon and words "Unbind Victor" would flash so it was seeing the input from my mouse, but Victor would not release.
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I'm on PC. Twins is bugged for me too. I had the sparkles around me so I know i grabbed it, but after the match it didn't give it to me.
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I think it is fair. Killers have a harder time with getting adept achievements, so I don't mind having to work a little hard to get an event item with survivor. Most people play both sides so they experience both the hard and the easy.
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I've escaped with a crown and Dwight, Meg and David. I already had the 4 year crowns on Dwight and Meg. I did not receive the 5 year crown on any of them.
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Just an FYI, I played 2 matches with Twins after I got the game restarted and I could unbind Victor. So far it has just been the one match for me.




