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Reinami

Reinami

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Reinami
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  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526495#Comment_1526495

    That would be way too strong, especially on 3 and 4 gen situations.

    I wouldnt mind a base kit Pop, every killer gets a 5% regression after hooking someone and then adjust Pop to maintain its value.

    If you are 3 genning yourself you are already probably going to lose.


    As everyone already pointed out, there is literally no point to kicking gens if you don't have pop, or maybe surveillance. The amount of regression you get is usually not worth the few seconds you take to kick it, especially when gen tapping is a thing.

  • @WiseOwl said:

    https://forum.deadbydaylight.com/en/discussion/124828/an-mmr-system-for-dead-by-daylight-can-never-work

    This is why this game should never be treated competitively, no matter how we feel about it when we play. Its 4 v 1, it is never intended to be a competition to give it so much thought to the point where we forget that its main goal is to simply enjly ourselves. I' m curious to know what is your real life job and if you have ANY sort of real life responsabilities, seeing that you have all this free time at your disposal to debate the state of a videogame . I love dead by daylight as much as all of you, and i spend my free time playing it to the points where , in the past 2 years i accumulated 2100 hours on steam. BUT to actually waste my time and thoughts on theories and hypotheses on a virtual reality, which at the end of the day this game really is, seems utterly pointless, childish , and it gives the feeling that you don't have any real life priorities. I'm sorry i come of as harsh/rude , i am a dead by daylight fan , but not to the point where i become so obsessed that i must analize every aspect of it as if its something essential to my existance. And i apologise if my comment seems unfair . I just don't see the point of analizing a videogame so much. I dunno....i guess thats my 2 cents on things. Maybe when everyone here will get to a certain age, have kids of their own and priorities, they will understand what i meen when i say that "analizing a videogame, reguardless if you love it or not, is a childish thing to do"

    You are the same kind of person who would have written off smash bros as a "party game"

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527108#Comment_1527108

    I never said they were trash? I said there will be plenty of people who play this game that are better than them that don’t stream, which is only the truth. I also didn’t say that them showcasing problems in action was a bad thing either, so I’m not sure which post of mine you read. My issue is with the way people blindly follow whatever streamers say. Not everything they say is a fact, which is why some streamers have different opinions on the same topics, that’s what makes them, ya know, AN OPINION.

    And you literally know nothing about me or my gameplay, but think what you want. How do you know he would ‘destroy’ me and how do you know I couldn’t ‘destroy’ him back? I know people who have played this game for hours and hours and they still aren’t good players. Hours played doesn’t always mean that somebody is necessarily improving as time goes by.

    I also never claimed to dislike True or say to ignore everything he says? So I suggest stretching next time as that entire reply was quite the reach.

    Your post completed ignored any of the points brought forth in the thread and simply said "I wish people would stop using streamers as examples" Maybe fight the argument presented with some sort of evidence? Stop leaning in on logical fallacies to promote your arguments.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526975#Comment_1526975

    The problem with Dead Hard is that if you’re a decent enough killer, once you know somebody has it, you’ll bait it out and then down them. So it essentially only becomes useful for getting towards a pallet or vault. A killer that knows what they’re doing won’t just swing and let you Dead Hard through an attack.

    Lithe and Sprint Burst can only really be countered if you’re playing as certain killers, and sure they only grant you 3 seconds of additional speed, but that extra distance can make all the difference. I often pair Lithe with Dance With Me and it’s a great way of losing the killer.

    I suppose it’s each to their own. It’s just not a perk I use a lot. I just don’t find it useful or reliable enough.

    Not entirely true, the problem is that dead hard can extend looping which is the strongest thing a survivor can do to waste a killers time. Sprint burst, lithe, and balanced generally don't do that, they just allow you to run to a different loop, they don't typically extend a loop.

    The other problem is, unlike the others, for the most part, dead hard can much more easily cover for you if you make a bad play.

    Looped too many times? Dead Hard.

    Killer made a good read? Dead Hard into a window/pallet.

    Killer landed a good hatchet/spear? Dead Hard.


    Unlike the others, you can play badly and still get good usage of dead hard.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526953#Comment_1526953

    I wish people would stop using streamers as examples as to why things should be buffed / nerfed. They act as if they’re the be all and end all of this game. The only real difference is that they put their gameplay out there for the world to see. There are PLENTY of players who are better than them. The only difference is, they don’t upload their matches. Not everybody plays video games for profit.

    I really wish people would stop ignoring streamers as examples of why things should be buffed / nerfed. Who else is going to have video footage of a problem in action? Most likely a streamer. Stop acting like someone who plays this game for literally their job and has 5k+ hours is trash at the game and stop using logical fallacies to ignore the arguments proposed. To pretend that true wouldn't wreck your ass in a game is stupid, you know he would destroy you.


    I understand not taking everything they say as gospel, but the opposite problem is exactly what you are doing, you can't completely ignore them either just because their a popular streamer you don't like.

  • @Susinagi said:

    Why is that a thing? Why is killer subjected to kicking a gen for ten seconds but a survivor can cancel that kick in the killers face by touching the gen and running away?

    My suggestion the moment you get on a regressing gen get a skillcheck that if you miss it (or get off it) you automatically regress the gen 2-5 percent. I know thats overcharge in a nutshell but gen tapping seriously shouldn't be here

    What they should do is making kicking a gen do a "mini-PGTW" then nerf PGTW to compensate. For example kicking by default just regresses a gen by 5%, PGTW gets nerfed to be 20%, so it becomes 25% again. Then if someone taps a gen, you can just kick it again and you just regressed it by 10% for free.

  • @leatherfav88 said:

    Heres my own peronally popusal for a myers buff, ready? hear it is: when myers enters teir 3 he gains the ability to break pallets faster and also reduce the stun time, he also has a longer blindness time and it would be hard to flashlight him as thow he would have light born or something like that. Thoughts?

    Myers tier 3 is fine, the problem is tier 1 is so terrible, and tier 2 isn't great. What they should do is make each tier viable without leveling them up, so that you can make viable builds around each tier that aren't memes.


    For example, increase the movement speed of tier 1 to 110%. That way it is viable, and he is able to use it to be a stealth killer if he wants.

    Tier 2 should also have some sort of special effect rather than just being a basic killer.

    Tier 3 can stay as is.

  • @WeslYght said:

    https://forum.deadbydaylight.com/en/discussion/180890/can-we-normalize-bloodpoint-gains-for-every-killer

    For Billy and Leatherface, i think the deviousness points should "compensate" for the brutality points.

    For Myers, Plagues yes they need a little txeak.

    The problem is Deviousness caps out pretty quickly, you need to also get brutality as well and the only way to do that effectively with them is to just not use their power to down people.

  • @Babyyy_Boyy said:

    Other than using a mori for a daily ritual, why do you bring a mori in your match or matches? Just curious here.

    •Someone you don’t like?

    •A team you don’t like?

    •just had a bad match previously?

    •just to be toxic or mean

    •revenge

    •for the animation

    •A key in the lobby

    •multiple medkits, flashlights, toolboxes, etc.

    If I I didn’t list something put it down below. I personally don’t like bringing moris but if it’s for a daily that’s probably about it.

    • When i see a key
    • Daily
  • @knell said:

    Just wondering if BHVR is currently testing the Server Side Hit Validation on the PS4. (This was from yesterday.) It seems great!

    https://www.youtube.com/watch?v=4yoPk1qOTu8

    That looks like good old fashioned lag.

  • @johnmwarner said:

    This thread isn’t to insult campers, or even discuss if it’s legit or bannable blah blah blah. Also this isn’t endgame camping because both sides can usually agree once doors are powered it may be the smarter move.

    But people who down one person and stand there the entire game, even whole other gens are popped and the door opens WHY? Is it really fun for you? If it is then have at it but I can’t imagine “playing,” a game for 10 minutes but literally only 1 minute of it being actively doing something and the rest just standing in one spot.

    I admit when I was brand new I thought a genius strategy as wraith was hook someone, go invisible and just stand there constantly rotating who you hooked. Obviously smart players, DS, BT and adrenaline make this a bad strategy quickly.

    If camping is the best way for me to maximize my chances of winning, based on how the survivors are playing, i'm going to do it. Because winning is fun, and i play to win.


    http://sirlin.net/ptw


  • @Nvminer said:

    You know that you have to hold button not just press?

    No the bug is real, but i think it was fixed in the last patch. Basically, oni slowly gains his power passively as well as with orbs. If you picked up a survivor and got enough blood passively to use your power, you wouldn't be able to use your power until you picked up another survivor.

  • @Koukdw said:

    Increase survivor bp gain while we are at it. No reason i should get the same amount of point than the killer that chased me all game.

    I would agree with this, survivors get emblem bonus for objective when getting chased while teammates are doing gens, they should also get bloodpoint bonus from it. I'd also suggest they give more scoring events for the survival category.


    BUT:


    Do you think you could hold off on the "whataboutism" and just take the thread for face value? Make your own thread about survivors perhaps?

  • @NursesBootie said:

    So i played a lot of Trapper in the last few days. I noticed that even with advanced tactics like setting up traps while the OoO is in your TR i still stand no chance against OoO. Any advices?

    If i see object in any game i just immediately DC unless i'm playing Nurse or some stealth killer. It's an OP perk when playing with SWF and terrible when not. So when people use it, it's a pretty good indication of a sweaty SWF. They really should just remove the perk or do something to make it more useful as a solo but nerf the SWF aspect of it.

  • @PigMainClaudette said:

    This is just a reminder that yes, there are indeed survivors who do bones in order to try and counter NoED. These players also generally don't gen-rush.

    When these players come here and say that NoED is indeed a terrible perk and needs changing, they're right. They do not need to "git gud", they do not need to hear "Just do bones." and they do NOT need to hear a garbage spiel about how easy the perk is to counter, the killer is "oNlY pLaYiNg WiTh 3 PeRkS!" or the points of DS/BT/DH/UB being perks and can be stacked.

    To now make the "Do bones" argument null and void, I will now highlight every way that this argument is totally invalid:

    • Survivor perks, such as Decisive Strike and Unbreakable are used with the hope that they are NEVER ACTIVATED. Well, for a lot of their users anyway. People can claim this as being perks down, much like the arguments for NoED.
    • The so-called Survivor equivelant, Adrenaline, is only a small and temporary boost while NoED is permanent if activated. Yes, the health state is temporary, but there are several killers that have base-kit instant downs so this really shouldn't be THAT big of an issue.
    • NoED does not discriminate between those who have done totems and those who do not. This leads to several cases like mine where I am commonly doing 3-4 dull totems MYSELF and getting killed after only one hit and hook. I am being punished for others failing, not my own failure. I know that Survivor is technically a team game, but there is a point where the individual should not be punished for the failures of the team.
    • It creates bad habits. Rather than actually adapting to applying pressure through various means, or learning how to improve in chases, NoED is used as a safety net in order to get kills that one would not normally be able to achieve, making them think that they are more skilled than they actually are. Rather than getting better at their role, they are telling others to do way more work because they refuse to adapt.
    • Counters to a majority of Survivor perks are merely a change in mindset or playstyle, such as trading hooks to apply pressure and avoid Decisive Strike AND Borrowed Time. NoED requires survivors to go out of their way in order to stop one of your perks.
    • The "counters" are also indirect and limited, also chewing up valuable perk slots for other perks to counter some of the more unsavoury tactics that killers use and are not perk dependent.

    Main point here is that yes, I do the dull totems. They are more bloodpoints and cancel the perk. I AM NORMALLY THE ONE TO GET HIT BY IT. Most of these games, it is also the first hook that I will be placed on and will also ultimately kill me.

    There are also many issues that I have with NoED on a fundamental level as a perk, especially with it's activation for both general activation and notification of it's activity. Every other Hex perk requires ONE totem to be destroyed, where as NoED can have up to 5 required, before endgame.

    All exposure effects outside of NoED and Devour Hope also give instant notification. Devour Hope also has a lengthy list of requirements to activate outside of "be loosing" in order to achieve the same effect. Devour Hope is also a TEACHABLE perk, one that should be more powerful than base-perks as you have to do a lot more work for them to become available.

    So, fellow killers, while you lot think up of an actual excuse for NoED being the way it is, I'll be off actually doing the damn bones whenever I decide to indulge in a little bit of Survivor while I try to progress my Archives. In the meantime, whenever any of you argue about Decisive Strike, Borrowed Time, Unbreakable just remember this advice, since it's ok for YOU to give it: Just don't tunnel, camp or slug. Never mind that the survivor ran at you or started working on that generator or unhooking that other survivor in your face. Kinda hypocritical, isn't it? That's how I feel every time I hear the phrase "just do bones".

    I did them, so now what?

    JUST. DO. BONES.

  • Am i really the only one who thinks this is annoying?

  • @slim0b said:

    The reason not too many killers run surge is due to their experience with it, and their experience is ruined because of the amount of requirements it has.

    1- Upon downing a survivor

    2- With a basic attack

    3- Gens within 32m

    4- After the 60/50/40s cooldown

    5- That are not damaged or affected by surge

    It's a bit ridiculous as @Warcrafter4 mentioned in a comment of his own. You really don't have to work THAT hard just to get a gen to get damaged and regressed 8%. The reward simply doesn't meet the criteria.

    So maybe we can turn down some of the unneeded requirements a bit?

    • Remove basic attack requirement

    • Allow surge to apply it's 8% to already damaged gens.

    So basically surge now damages and applies 8% regression to ANY gens within 32m upon putting a survivor into the dying state, with a 60/50/40s cooldown

    Simple and straight forward :)

    Remove the cooldown, increase the regression amount to 15%, when equipped you are no longer able to kick generators, this prevents it from pairing with pop.

  • @VonCrow said:

    https://us.v-cdn.net/6030815/uploads/WRYOIH6VT1VB/chaser.png

    Hi,

    I think the "Chaser" category should recieve some changes in order to make it more logic. Right now, you loose points if someone gets unhooked while you are close to the hook. I understand this is made to encourage non camping strats but...on "red ranks/high mmr" games a lot of survivors just rush the hook.

    I think the killer should not be punished for hook rushing, so I think this category should be as it is but as long as the survivor is on the hook at least 15 seconds, so the killer has time to get to other zone.

    The other thing I would change is the hook count system, if the survivor kills himself on the hook, the Killer gets punished because he doesn't get 12 hooks so...change that to be equal as if you hooked 3 times.

    Those changes might help the really weird fact off getting black pip after 4k, which basically punishes Killers for being extremely efficient.

    pips dont matter anymore.

  • @AVoiceOfReason said:

    Will a few people play killer with the ones that they haven't played with in a month or more and see what you get matched with after 2-3 games? I'm getting Rank 20s now with Leatherface after it did a 180° on me. I switched to Wraith and got all Rank 1's and 2's for 8 straight games and got smeared. I'm a Rank 1 on both sides.

    It's a theory but I'm thinking your main gets easy lobbies while you're very least played gets the hardest lobbies. I just want to test it with a bigger group since I'm only 1 person. Leave your results please and thank you.

    I have been thinking the same thing. On my nurse main i was getting baby rank 20 survivors that bought the game when it went on sale like 3 days ago.


    On demogorgon, who i have played less than 5 times in the last month or so, i got rank 1 SWF tryhard sweaty people.


    I am rank 1 every rank reset for the last like, 2 years with 1k hours played.

  • I didn't watch stranger things. Is that what it is?

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/173952/this-is-the-problem-with-gen-speeds-and-early-game

    As soon as Tru popped up, I'm like "Nope. Dont care. Killer main Tru always complains about anything. And every survivor game he complains he is the only good survivor there". And the fact someone still gets 4k does actually matter. Sure gen times are screwed, but it if someone can get 4k it means it's still somewhat capable to win.

    Nice ad hominem attack. Maybe try to talk about the evidence itself presented rather than rely on logical fallacies.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514044#Comment_1514044

    They're happy with his toolkit, not with his performance. That's why he's got nerfed

    I think this statement proves you wrong:

    For the most part, we are happy with the way The Hillbilly performs

    They didn't say toolkit, they literally said they are already happy with how he performs "For the most part" which means he only needed a slight nerf, basically instasaw, which was removed, and making his power more punishing when you make multiple mistakes.

    • Trapper should do what you said, put a trap down and stomp their face into it then it goes off
    • Wraith should put the bell over their head and ring it.
    • What you said for billy would be cool.
  • @Pennywise said:

    Real killers would be crossing a line. I would like a part of Victorian London as a level, just make the killer Jekyll and Hyde.

    This, Jekyll and Hyde is public domain as well i believe so it could be done. Power could be something interesting where he has different forms and chugs a potion to transform and do something cool.

  • @NateyBoi said:

    Welcome back to “would ____ be a good addition to DBD”

    Today we are asking, Would Jack The Ripper Be A Good Addition To DBD?

    reffrence: the serial killer that made impact on history.

    Might be a bit "too real" all of the other killers are based on movies/books and such, but jack the ripper was very much real.

    On top of that though there are still plenty of horror tropes that haven't been added that are public domain or that they could base a killer off of.

    For example they don't have:


    A vampire/Dracula

    A Werewolf

    An extra-terrestrial

    Anything Lovecraftian

    A technological being (think like a robot, or terminator etc.)

    Dr Jekyll and Mr Hyde (or similar variation of it)

    Jason

    Candyman

    etc.

  • @pandorayr said:

    Survivors use decisive strike to repair when they are rescued from the hook it seems to me an abuse for this reason my proposal to add a small inconvenience if the survivor decides repair a gen.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check Skill Check}} to automatically escape the Killer's grasp and stun them for 5 seconds.

    Succeeding or failing the Skill Check will disable Decisive Strike.Successfully stunning the Killer will result in you becoming the Obsession.

    Repair a generator disables Decisive strike automatically for the next 60 seconds.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    What they should basically do is nerf DS from being using offensively, and buff it defensively. For example. Let it stay lasting 60 seconds, but, if a survivor performs any action (repair a gen, heal another survivor, heal deep wounds, unhook a survivor etc.) then it deactivates and can't be used. However, if you are within a chase/the killer terror radius, the countdown timer stops. This means that it does it's designed job better by being a true anti-tunnel perk, but if you start repairing a gen, or healing another survivor or any other action, then you obviously aren't being tunneled and it shouldn't be able to activate.

  • @Iceyrawr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514159#Comment_1514159

    I think the description was like this before,

    which is why i'm wondering it isn't in the 4.1.1 patch notes, if its fixed

    They changed the description when it was released initially but didn't get the behavior to match. As of the patch it should now be working as the description says.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514214#Comment_1514214

    This is out of one of the Q&A threads.

    Q: For Killer specific Matchmaking: How will ratings work for newly released Killers? (e.g. Do you start from 0, or is it based on your other ratings?)

    Every time you start playing a Killer that you haven’t played before (either because they have just been released, or because you have decided to try something new to you), your rating with that killer is weighted based off your ratings with other killers. If your Rating is relatively high with your other killers, then your default rating with a new killer will be weighted upwards somewhat. Regardless of where this weighted rating ends up, the system zeros in on a 90%+ accuracy within ~10 matches. The intention is to give you a head start towards playing balanced (and fun!) matches as quickly as possible.

    With all due respect, you didn't quite read what i wrote.

    The devs stated that the system has been tracking your ranking for the last few months, but wasn't being used yet for matchmaking purposes. So it should have a general idea of your MMR (not perfect since it wasn't matching based on it, but it should at least be in the ballpark). And these are matches with me playing on my MAIN killer i play several games with a night. Here are the facts.


    • I have 1k hours played
    • I am rank 1 every month for the last year or so.
    • I have played hundreds of games the last few months
    • I have played 50 or so games in that time as nurse
    • I have played 30-40 games in the last few days since MMR has been turned on.
    • 15 or so of those games have been as nurse.
    • My last nurse game i played earlier today i got 3 rank 20s and a rank 5. the rank 5 had 200 hours played, 1 of the rank 20s bought the game yesterday on sale, the other had played for 20 hours. I'm unsure on the last because their profile was private.


    Then, to make matters worse, i played another game last night as demogorgon, a killer i don't really play, and i got matched against a proper team of people, it was a solidly balanced match, but i don't play demogorgon, maybe 10-15 games in the last few months? And my first game last night since MMR turned on. But the team i went against were all red ranks with 400+ hours in the game. Exactly what i'd expect on a killer i don't play. Again, please don't read into this as "i'm saying the old rank should matter" I know they don't and i get that in theory a rank 20 could be matched with a rank 1 if they are the same skill.


    That's not the problem. The problem is that i'm getting matched up against survivors who don't even know how to use the killer shack or just hide behind trees, or run straight to deadzones, when a few days ago i was going against high level SWF on a regular basis that made for some challenging (albeit frustrating at times) games.

  • @Gay Myers (Luzi) said:

    It has been mentioned before that MMR might take some time until it "properly" works. It only was just enabled on a wider scale, so it will take some time for it to adjust. PLease check these threads for more information: Link 1, Link 2 and Link 3

    This ignores one of the statements made in the thread you linked:

    Ratings are initially based on your performance over the last few months, while the system has been collecting data in the background. 

    This is obviously not happening, because i played easily hundreds games in the last few months. Easily 50+ on nurse alone, and i'm getting survivors with literally 4 hours played who just bought the game on sale on my 1k hours nurse...

    And i understand hours or ranks aren't an indicator, but they point into a direction. If you believe that i can have 1k hours played and was rank 1 every month for the last year but still be the same "skill level" as someone who bought the game yesterday on sale with 4 hours played, then there is a serious problem.

  • @Tsair said:

    That's how its always worked. Counts as surviving, items kept (without addons) and no one can depip.

    Would be nice if when survivors DCed a killer didn't depip, but w/e

  • @SandS_Hero said:

    OK I want to know if there is a genuine answer for this. Why do Survivors stay at the exit to taunt the killer, some stand at the front to let themselves get hit knowing the killer can't get you. Why not leave? why salt the wound? If a killer has a bad game (which let's be honest matchmaking is only marginally better if you can even say that, so it's alot). You are already the majority in a 4v1 scenario sticking around butt dancing or flashlight clicking only makes you look like an ass hole. It's so toxic I swear it's the only thing that puts me off killer games. Just leave there is no in game benefit to showing off. Plus it can back fire I've seen it happen. BHVR I don't understand how you tolerate something like this in a fandom you claim is so great. I would not complain, but its literally all the time.

    Couple of reasons.

    I always stay in the game until everyone is going to escape, even if i'm the last guy and there's another on hook getting camped, i'm going to try to get the save if possible. I only play solo, so i have no idea where my teammates are, so until i see everyone else either escape, or at the same gate, i'm not leaving.

    After that, once i have seen everyone and know everyone alive is safe, if the killer is there, i let them hit me 2 times so they get an extra 1kish bloodpoints (300x2 for 2 hits, and 200 for a "chase")

  • @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 think the main point though is that they twice over said that they were already previously happy with how hillbilly performed. If they change the overheat too much it goes against what they said. The purpose and end result of these changes is that hillbilly should continue to see the same usage and kill rates as before.

  • Devs literally said

    Keeping with the theme of everything chainsaws, The Hillbilly is also receiving some changes in this update. For the most part, we are happy with the way The Hillbilly performs. His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top.

    Keep in mind the. "We are happy with the way hillbilly performs." Then they realized they nerfed him too much, and they posted this:


    We had originally mentioned that we were mostly happy with the way The Hillbilly played only wanted to add a small drawback. However, after watching people play on the PTB, it became apparent that the overheat mechanic was too strict, preventing people from using their chainsaw in interesting ways. This was never the intent, and as such, we are making a series of changes to ensure that your chainsaw is not overheating too quickly or frequently.

    So for the most part, it sounds like they were already happy with how Billy was performing, so if they made overheating do too much then it nerfs him, which goes counter to what they already said which is, they are already happy with how he is performing. His overheat is there to do 2 things, prevent him from camping effectively and to punish billy when he makes too many mistakes with the chainsaw.


    Sources:

    https://forum.deadbydaylight.com/en/discussion/171729/design-4-1-0-ptb-changes#latest

    https://forum.deadbydaylight.com/en/discussion/167809/developer-update-july-2020#latest

  • @Jigsaw_pprentice1993 said:

    Hey this one is for the nurse mains out there

    recently i really found love for her again amd wanted to know what u guys run on her

    i run mostly whispers surge nurse calling and im all ears on her

    perks i sometimes use stridor sloppy to swap things up

    Sometimes i play perk roulette, but she really doesn't need any specific perks to do well. Generally for serious play i'll run:


    Normal build(s):

    BBQ + Surge + Infectious/Whispers + surveillance (for normal games)
    BBQ + Sloppy + Nurses + Whispers (for blendettes or if i see a team of medkits)
    

    Gen slowdown build:

    BBQ + Surge + Surveillance + ruin
    

    Endgame build:

    BBQ (i love bloodpoints) + NOED + Blood warden + Insidious
    

    Troll/meme builds:

    BBQ + Dark Devotion + Nemesis + Dead man's switch
    BBQ + STBFL + Spirit Fury + Enduring (when using spasmodic breath)
    


    In general, good perks are:

    BBQ

    Ruin

    Surveillance

    Surge

    Sloppy

    Nurses

    NOED

    Infectious

    Whispers

  • @Dehitay said:

    Reading the forums has shown me that a much larger fraction of the playerbase than I thought doesn't understand how match making ratings work. A lot of people already know how mmr works so you don't need to read this if you do. But since so many people don't, I want to explain it to help avoid a lot of inaccurate posts being made.

    When an mmr system is introduced, it most often starts off at some baseline for all players (usually a 4 digit number). While it's possible to give a different starting mmr for different ranks instead of a baseline for all players, I highly doubt this is what BHVR did. When players compete in a match their mmr will go up or down depending on win or loss. The amount it changes is determined by the difference in mmr between the players. Losses against opponents of higher mmr will result in less mmr lost than losses against opponents of lower mmr. Likewise, victories against opponents of higher mmr will result in less mmr earned than victories against lower mmr. For example, if survivors with an average mmr of 1223 went against a killer with an mmr of 1181, the killer would earn more mmr from a victory than the average survivor would. The mmr gained or lost in this case would likely be some variable fraction of 42 (the difference in mmr between survivors and killer). I'm guessing this game will increase or decrease mmr based on pips and depips, but that isn't for sure unless verified.

    Rank is different from mmr. Rank is going to be the 20 through 1 system we currently have in place. The mmr will be used purely for matching which players go against each other in a match, while the rank is an measurement of how regularly you pip or depip. It's likely that ranks will continue to reset on the 13th, but most game developers never reset mmr so I doubt BHVR will.

    I see a lot of posts complaining about how the rank differences are worse now that mmr has been introduced, but that's to be expected because everybody getting a new baseline mmr means that everybody is going to be rated the same at the introduction of the system. Somebody who just bought the game will have the same mmr to start with as somebody who's been playing for years. It's not till you play enough games to win/lose enough times to significantly change your mmr that you'll start regularly playing against more or less skilled players. Considering how new the system is and the fact that every killer has a different mmr, that's going to take quite a while. It can take weeks or a month to get an accurate mmr for one thing. With every player having a different mmr for survivor and each killer, it will take even longer than that for players that play everything evenly instead of maining something. And even for those who main something, should they ever play something else, they'll be back near or at baseline mmr while playing that.

    Admittedly, there can definitely be improvements to the system such as starting mmr being affected by your rank at release or the starting mmr for playing a new killer for the first time to be based on your average mmr for all played killers. BHVR might have done that, but I doubt they did considering their track record.

    Everyone know this, but they said that they were tracking matches for a while now to place people initially much better, it is obvious that either that wasn't done, or something is horribly wrong.

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511822#Comment_1511822

    I'm so glad someone else caught that. I was worried that reference dated me. ;)

    I was born in 1990, i guess we are officially old now.

  • @Majora said:

    i dont care about the ranks but, give me back my fast queues. i have to wait FOREVER for games now.

    I used to have instant queues

    I don't care about ranks either, i just want fun matches.

  • @UMCorian said:

    I guess this company heard I just bought the game yesterday and decided to roll out a new MMR system to account for me...

    https://us.v-cdn.net/6030815/uploads/A0Y8AO7AD3XB/lol.png

    They got a few good licks in there, but I still feel I won the fight.

    http://www.youtube.com/watch?v=xTkEVeWBaow&t=2m58s


  • Just had another game, 3 rank 20s with 1 perk each, and a rank 8 against me. 1 of the rank 20s had 2 hours in the game, other 2 had private profiles.

  • @Yamaoka said:

    So how exactly would you buff killers if solos were to get buffed to SWF potential?

    Trickle down balance. This video talks about how they made balance changes that only affected the high level players in TF2.

    https://www.youtube.com/watch?v=X1p42KtZOCw


    The problem with this game is the super high level sweat squads can loop killers for days and make gens fly in a few minutes. You fix this by nerfing/adjusting SWF and sweat squads, and also buffing solos. Imagine if you could just always see the aura of all survivors at all times. It is effectively what SWF get from discord and could do wonders in bridging the gap. imagine if Kindred was basekit. Imagine if instead of 10 safe pallets on a map that crazy survivors with 1k hours can loop around constantly and force a killer to break wasting half a minute of their time (goodbye 3 gens), there were 20 less safe pallets. It would help out newer players because there are more resources on the map, resources they don't really know how to probably use efficiently. But, it also means that pallets are mindgameable, so the high level play is much more interesting.


    There are many ways they can bridge the gap for newer players and solo players while also hurting the SWF.

  • @D_Orien said:

    All generators should not allow more than two people on them at a time.

    All generators' repair time should be increased by an extra minute.

    After a kicking a Generator, no Survivor can start repairing that gen again for 10 seconds; The Entity blocks it.

    Corrupt Intervention should not be a perk, but an in-game mechanic. 3 Generators every match in the beginning, should be blocked off by The Entity, but for 60 seconds only.

    When picking up a downed Survivor, the Generator with the most progression should be blocked off (kicking any survivors on it) for 15 seconds, by The Entity.

    Exit Gates' progression should regress if left alone: from 99% to 75%, 75% to 50%, 50%, to 25% or 25% to 0%. Preferably instantly imo.

    This is all a bit much. Generally the only thing that needs to happen is for survivors do have some sort of objective to do before they can start gens. Such as hunting the map for a part to start repairing a generator. This would mean they have to wander around making them easier to spot and allow a killer to start the first chase. The game starts to slow down once the first hook happens naturally, but the problem is that before that happens a killer can lose 3 gens.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/178906/mmr-making-me-feel-bad-playing-killer

    Wait... you're a killer main with 1k hours and you still have sympathy for survivors?

    I've lost mine after countless toxic SWF's and receiving toxic messages, despite going out my play to play as fair as possible.

    Often it's the potatoes who are more likely to send toxic messages post game anyway.

    EDIT: I remember when I first played against my first good killer (I also remember the first good survivor I went against too). It was Hillbilly on Coldwind farm back in 2018, I got wrecked but I had fun. Going against that killer made me realize I still had a lot of areas to improve on. The potato survivors you play against, may have a similar revelation as I did.

    I want matches that are challenging, stomping people is no fun for me, i can only imagine how bad it is for survivors. I'm getting the same thing when i play survivor. I'm looping the killer for 5 gens and then i get out and they have 1 perk.

  • @MeltingPenguins said:

    Just wondering:

    Out of 10 matches, how many would you say you win without getting frustrated?

    See, this is the problem. Her power can be frustrating, but mostly i play her when i get tired of gen rush and getting looped multiple times due to dead harding for distance and so on. I think the problem is that shes so disorienting to play, like, every 5 seconds your screen is shaking.

  • @ZephanUnbound said:

    Making me feel bad playing survivor as well. Just got matched against a level 19 killer with one perk, looped this poor guy for 3 minutes straight without taking any damage while my teammates did all of the gens, and all 4 of us escaped. I see so many new players quitting because of MMR.

    I think they legit got matchmaking backwards or something. High MMR killers are going against low MMr survivors, and high MMr survivors are going against low MMR killers.

  • @ZephanUnbound said:

    Something is off for sure. Devs said that MMR was tracking behind the scenes for the past few weeks, but even though I've been consistently ranking up the past few weeks, I'm now getting matched against brown rank survivors as killer and against brown rank killers as survivor. Only lost 1 match tonight, while playing one of my weakest killers against an obvious SWF.

    It's like they got the matchmaking backwards or something, they put really good killers against really bad survivors, and really bad killers against really good survivors.

  • @Bjario said:

    Well apparantly your mmr is the same as new players bud :D

    Na, something weird is going on. Even true is getting games where people have like never played before:

    https://www.youtube.com/watch?v=xk904HifaIs


  • @Sadsnacks said:

    I could see how she might be capable on PC but srsly

    I don't even know where to begin.

    The fatigue after blinking on top of the cool down is just too much.

    Her add-ons are a straight joke.

    Survivors can literally outrun her and just twitch to the left or right when they hear her blink.

    Half the time you can't even tell where you're going to blink to. The other half of the time it doesn't work anyway.

    You get the tiniest 2 second window of opportunity to charge and release a second blink.

    How?! How?!

    There's literally nothing intimidating about her whatsoever

    Nurse main with 1k hours


    She is easily the best killer in the game, and i mean like, by far.

  • Just saw a match from true, he is getting the same thing:


    https://www.youtube.com/watch?v=xk904HifaIs


  • @Mikeasaurus said:

    I'm questioning if it even exists at this point. From my understanding, it was 'tracking' us long before it got activated live, so killers were at some kind of skill already for matching. So, my thinking was, I've never touched Nurse once in my playtime, so why not use this to practice her at last and finally learn her since I've always wanted to, but being placed against Red ranks over and over wasn't a option. So taking that into account, my Nurse should be 0 skill matching newbies. Now, before that's taken from context, I've not used her, so I'm essentially a newb myself with her. But no. 4 matches, all mega coordinated gen slammers, healing within 10 seconds of being hit. So yeah, seems 'Skill based MM' works great so far!

    I'm getting the opposite, i'm a nurse main with 1k hours and i'm facing baby survivors. I thought at first it was because i was playing wraith which i don't normally play often, so i thought, let me switch to nurse, surely the killer i play in 50% of my matches should be good. Nope, all baby survivors, finished 1 gen in my match with me just having 5 second chases.

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