Reinami
Reinami
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- Reinami
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072874#Comment_4072874
Only thing I have to say is your gameplay habits should be studied to find out what is unhealthy in this game, coz that's way too consistent across the board.
That's not shade just impressive how high it is
Would you mind showing the perks you use mostly @Reinami? I'm curious to say the leastAt this point this thread has gone on a tangent, but i can answer you.
My perk choices are probably not going to be that much different than what other people play for the most part. But i do tend to play more of a macro style play instead of focusing on chases. I frequently drop chase and switch targets as much as possible to create confusion and distractions. I usually do take perks that help me do this.
I play a ton of different builds honestly depending on what killer i'm playing, but i have a few "generics" that tend to work with most killers, and then i can give you what i would say is the "best" build for the killers i mainly play. For my generic builds right now i generally do something like:
Gen Defense:
- Gen Regression
- Gen regression
- Flex
- Surveilance
The 2 gen regression perks depend on what type of killer it is. Usually 1 of them is pain resonance. The 2nd one i'll take surge if its a killer that downs mostly with their m1, and if t hey are an m2 killer, i'll take Turn back the Clock. For the flex perk, it depends usually on the killer, but it's usually some kind of chase perk. So for example for leatherface i'd take bamboozle or for a setup killer i'd take corrupt intervention.
Surveilance is a great perk and i don't know why more people don't take it. When coupled with pain resonance, it gives you information about where the survivors are, and once you see a gen pop up in yellow you KNOW someone is there repairing it. Additionally the extra range on repair sounds REALLY helps more than you think it does.
Aura Reading:
- Pain Resonance
- Pop goes the weasel
- Nowhere to Hide
- Lethal Pursuer
This is my standard build that i will use on a killer right when they are released. I have a rule for killers on release that i will exclusively play them until i hit prestige 10. I'll play the first 5 prestiges with no addons so i can get a feel for the killer's base power. Then i'll play 3 more prestiges with the basic "cheap" addons to get a feel for what i'll always have available. After that i play with what i think would be the best addon combinations until i find one that works and then i know which addons are the ones to take based on everything. This is actually why my houndmaster kill rate is so low, my recent 30 days kill rate for her is about the same as other killers (actually its 100% lol, but i think i only played maybe 5ish games with her?), but she was super bugged on release and would often just not have a power for most of the game.
High Mobility kllers:
- Ruin
- Thrill of the Hunt
- Turn back the Clock
- Surveilance
This is my go-to standard for very high mobility killers like blight and ghoul. You can run around the whole map and interrupt multiple gens. Surveilance and ruin synergize quite nicely, and once ruin is cleaned you can lean back onto turn back the clock. Thrill makes it so it takes much longer to cleanse the totems, and on high mobility killers i can often spare a second or 2 to check on my totems once in a while which makes it so i can protect them a little bit more.
For my killer mains, i would say my mains right now tend to be, in order:
- Nurse
- Pinhead
- Pig
- Sadako
The only reason my nemesis play rate is so high was because i had literally like 1000+ cakes on him and played him a bunch to get BP for a while. Similarly with other killers like Legion where they are just so efficient at farming bloodpoints.
For my "best" build for each of those killers i tend to run:
Nurse:
- Nowhere to hide
- Floods of rage
- Jagged Compass
- Pain Resonance
Addons: Heavy Panting, Fragile Wheeze
This gives her the aura reading she needs to defend gens, and once you get your first down you can basically snowball into down after down, with Jagged Compass early on i don't try to push for scourge hooks unless they are close, i'll hook in more central areas and create scourge hooks for later since floods of rage always works right off hook with jagged compass.
I'm currently experimenting with different addons right now to see how the nerf to heavy panting will affect her. Unclear if its still her best addon after the nerfs so just trying different things out. Right now i'm leaning toward 3 blink nurse, (Torn bookmark, Fragile Wheeze) but when patch day his i'll give the nerfed addon a hard try to see if its still worth.
Pinhead:
Right now i'm just using the generic build above:
- Pain Resonance
- Pop goes the Weasel
- Nowhere to Hide
- Lethal Pursuer
Addons: Greasy Black Lens, Impaling Wire
Lethal is so good for pinhead, once you see where you spawn and where the survivors spawn and get some time and practice with him, you should be able to know where the box spawns almost 100% of the time at the start of the match and immediately go for it. A handful of times you'll spawn in such a way that its a 50/50. but its pretty rare that will happen.
Pig:
- Pain Resonance
- Turn back the clocks
- Surveilance
- Whispers
Addons: Workshop Grease, Last Will
Whispers is the wild card here for most, but i think its pig's best perk. She has a 24 meter terror radius and whispers distance is 32 meters. This means you can run around, and as soon as whispers goes off you can crouch and they still won't know you are coming. This gives you a ton of flexibility at locating survivors and still being able to sneak up on them while minimizing the time spent crouching. Its a weird perk at times but it being so baseline back in the old days (when you would take ruin to slow the game down just a little bit) i learned how to use it. These days its less good as a perk simply because maps are generally smaller now so its easier to locate people.
The main thing with pig though, is people tend to start out thinking you should try to kill people with head traps. Which works sometimes but is the wrong idea. The head traps create an alternate objective that the survivors MUST complete, or they just die. So the key is to actually ignore the people with head traps because you are going to get 12 box searches per game, and each box search running to and from the box and the search, is about 30 seconds. So she has built in around 300-360 seconds of just pure "gen defense" in the form of forcing the survivors to not do gens.
That's not to say you completely ignore them, sometimes a chase runs you near someone doing a box, at that point, sure, go for the down maybe even the hook if its worth it, but don't go out of your way to chase anyone with a trap. Often times i'll drop chase on someone with a trap if i see someone without a trap.
Sadako:
- Corrupt Intervention
- Deadlock
- Face the Darkness
- Lethal Pursuer
Addons: Videotape copy, Bloody Fingernails
With sadako there isn't much to say other than i go for a style that onepumpwillie does. Teleport around, control, the tvs, and basically never hook (unless i'm doing it to destroy a tape they are holding) I honestly don't do anything special or unique here so there isn't much to say other than, go watch onepumpwillie. My sadako hook rate is super low, like 5.7 because i almost never hook with her except to destroy tapes (or when the match is "over")
Some general notes:
- I think lethal pursuer is the best killer perk there is. It lets immediately start a chase, and if you have good macro sense, you can know where the other survivors are going to be after that first chase. There is no better gen defense, then a survivor on the hook. I know i say that and don't run it on every killer, but i would just say "do as i say, not as i do".
- Focus on macro play, try to know what and where every other survivor is even while you are chasing. Good teams will run you away from their teammates, remember which gens were being worked on and where and how far they are. Keep a running clock in your mind to about how much progress that gen would have if it was being worked on during your chase
- If the survivor drops a god pallet, break it, and then drop chase and go somewhere else. A pallet break adds at minimum 20-25 seconds to a chase (depending on the killer you are playing). You can't afford to have 3 survivors working gens for 20-25 seconds.
- If the survivor drops a mindgamable pallet, give it 2 tries to mindgame. And pick a mindgame and do the same one both times. Then, if it doesn't work, break the pallet, and drop chase. Then next time you chase that survivor, they will be conditioned to think you will do that mindgame, but now you do a different one. This will throw them off and usually land you a hit.
- Pay attention to how each survivor is playing and how they react to different mindgames and strategies.
- Do they tend to just run to the next loop? Then bait them to by crouching with pig for example, and then immediately uncrouching to chase them.
- Do they tend to predrop the pallet? Chase them into it and then back up slightly and go around to try and hit them as they are recoving from the drop animation.
- Do they just shift+w to a corner? Sometimes you can just force them to do that and then drop chase to somewhere better making them waste time running back to the gen.
- Pay attention to which pallets you break, and what tiles are available to survivors as you chase them.
- Pay attention to where survivors run when chasing them, especially after you hit them. If you see them immediately run to say, a shack that has a jungle gym nearby, don't even bother, just drop chase and go after someone else. You are going to waste too much time chasing them. Yes, you can outplay them at these tiles, but its often not worth the effort because its going to take too much time. And even if you can get them to drop the pallet and break it, it still costs more time than it is worth
- If you think the survivor is going to drop the pallet and you can, just go for it, and don't swing into the pallet, just tap m1. The way a lunge works is you increase your movement speed to 6.9 m/s for 0.9 seconds. For the first 0.5 seconds, you are not swinging at them or able to hit them it doesn't happen until the end of that lunge. So if you think they are about to drop the pallet, and you just tap m1, your m1 comes out on basically frame 0 (in fighting game world, this means literally instantly). Oftentimes you can still hit them even if they stun you with the pallet. On their end it'll look like they got robbed, but in reality, you used the fact that your attack is instant to hit them faster than they would expect.
- Pay attention to what survivors do after they are unhooked. If you seem them get healed right away, that means they are healing under hook. Punish that if they want to heal under hook, hover near that area a bit and beeline back to the hook to interrupt them. If you see them take a little bit longer to heal, you know you have some time and they are spending time running somewhere safer now. Don't let them just unhook and heal for free if they aren't going to spend time getting to safety first.
- You'll see above and in general i claim myself as a nurse main. Nurse follows almost none of these rules and has her own set of things to think about. When playing as or against nurse, you are no longer playing dead by daylight, you are playing "the nurse game" so everything is entirely different.
- Play both sides, learning how to play survivor well will help you as a killer when you are playing. You'll know what survivors are trying to do.
I do also play survivor probably 30-40% of my games. I don't really think i'm as good at survivor as i am on killer, but i still tend to do better than the average. I also almost exclusively play solo queue (i have 1 friend that i occasionally play 2v8 as killer with but that's mostly for us to hang out, drink and goof around in voice coms)
If you do want to know anything else though feel free to ask me, or dm me, i'm not going to try and keep anything a secret (i just might not be thinking of it right now). There's nothing i'm doing that is really all that special that makes me "like way better" than anyone else. Personally if anything i think the only secret sauce i do have is my focus on macro play and my willingness to drop chase. When playing as survivor i see killers focus on chasing the same survivor way to long and that often leads to them losing. If you can't land a hit within 10-15 seconds of a chase starting, you should drop it and go somewhere else.
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072874#Comment_4072874
Well, maybe if you ran Pain Res DMS you would have 84% kill rate like me. The 3 strongest builds currently are Pain Res + DMS, Hex Ruin + Pentimento, and Eruption on some killers. It's basically Hex Ruin + Pentimento on map pressure/mobility killers and Pain Res + DMS on everyone else. There's simply no other perk combo that performs as well on the average killer with no mobility and map pressure. Pain Res + DMS has the potential to fully regress a gen after forcing a survivor off it. At minimum, it stall gens for 10-20 seconds by forcing the survivor to run to another gen (if you manage to hit a gen with multiple survivors that's x2 or x3 the time wasted for survivors). The main other gen regression perks currently are Turn Back the Clock and Pop. They only get 10-15% regression, which isn't even close.
- Average hooks 5.51
Ah i see.
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072870#Comment_4072870
You didn't even post your overall kill rate. All I see are the stats of your most played killers.
What this one?
Here they are in order by lowest kill rate:
Wanna say some other BS?
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072857#Comment_4072857
I would like to see your kill rate, sir. I can't imagine it being higher than 70% based on your comments so far.
Name any other killer you want, i don't have a single one below 60% and with the exception of 3 of them they are all over 70%
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072857#Comment_4072857
I would like to see your kill rate, sir. I can't imagine it being higher than 70% based on your comments so far.
Here's my escape rate for you too in pure solo queue:
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072857#Comment_4072857
I would like to see your kill rate, sir. I can't imagine it being higher than 70% based on your comments so far.
AHAHAHA. sure
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072851#Comment_4072851
Smh. The gen blocking is regression since Pain Res regresses the gen then blocking it forces them to leave it (I know it doesn't regress when blocked). Unless they come back to repair it, it's going to regress. You're also not factoring for time wasted walking. The time the survivor spends walking to another gen is time wasted they aren't repairing, so it's psuedo-regression. Like if a survivor isn't repairing a gen for 10 seconds, that's basically 10 seconds of regression.
DMS is bad after pain res is gone. So at that point you have a suboptimal perk that blocks gens when you are already chasing survivors off of gens. And at higher levels, good survivors will just let go of the gen just before you hook, so that you can't block the gen from the pain res.
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@whirlwind931123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072843#Comment_4072843
Nah. It's still optimal. The ability to push a survivor off a high progress gen without having to waste time walking to it and kicking it buys you so much time. Even without Pain Res, DMS on its own is insanely good. DMS comes in clutch later in the game when there a few gens left. Blocking those key gens when there aren't any other to work on buys you a lot of time.
Na, its not optimal, gen blocking is much weaker than regression. Better to pain res a gen for 20%, then pop it for another 20% rather than block it for a short amount of time.
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@whirlwind931123 said:
If you guys haven't caught on yet, Pain Res DMS is still the best build on most killers. Funny that after all these changes and 5 years, it's always been the strongest build and BHVR hasn't changed the perk meta significantly.
IDK, at this point its been nerfed enough times i don't think DMS is that great. There are better options, like pain res with some other big gen regression like pop. Pain res goes off, you see where it is, you get to go pop the gen right after for big regression.
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@Trex_Crazy said:
So is there any purpose to the vote up/down on this forum or is it just a stress relief button when you see something you don't like?
I wrote a browser extension that just hides them because its completely meaningless, people don't actually use upvotes and downvotes the way they are supposed to. Its supposed to be a "this content is actually bad (i.e. someone trolling or being toxic)" to downvote, but people just use it to anonymously downvote things "i disagree with" without having an actual discussion which just breeds more toxicity.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070461#Comment_4070461
The killer could also ensure the one thats harder to catch gets slugged while the easier one gets sent to the cage match and nearly guarantees they won't loop long enough. Its not about how much you balance that little map and take everyone to the same number values, its the skill value thats in the killers favor. The duo i play with would lose that hatch game every time.
Still a better system than the current hatch.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070441#Comment_4070441
It might be a choice of the standing survivor, but the one that went down might have several ways of getting back up, or knows of a generator thats almost finnished that could activate the doors but poof instakill. And any survivors who are not good at chase (like half the playerbase) would rather get downed and abandon than participate in an e sports level 1 v 1 tournament match at the end of every round. Im sure some would enjoy it as they are confident in their looping, but its still generally in the killers favor.
Obviously these things can be tweaked. You only show the portal when that person has no way of getting up for example. Its not an absolute that cannot possibly be tweaked. They already do this kind of thing already with hook states for example. If all the survivors get hooked, they all immediately get sacrificed, unless they have a way to get themselves off the hook (like deliverance, luck mechanic, etc.)
And your other points are confusing. That is literally the point of the game as survivor, to escape the killer. If you aren't escaping the killer you aren't playing dead by daylight. And this actually gives those players an opportunity to practice this skill and get better. And saying "it favors killer" when i'm literally talking about an environment that you can truly balance to be a 50% win rate for both sides seems like a bad take.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070430#Comment_4070430
Lockers and running don't stop crows. You have to work on gens for a set amount of time, fully open chests, and fully cleanse totems.
@topic if we aren't going to get any basekit anti-slug, we should at least get a manual bleed out option to finish the timer out and make hooking more advisable than slugging.
I feel like that would have the opposite affect that you want. You would actually encourage slugging because most survivors would use that and kill themselves early (just remember when you could easily ######### on hook). So killers would be MORE incentivized to slug to get rid of someone quick.
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@ShanoaLegendaryPlz said:
Only reason i can see trying that hard for it, is an adept achievement thats been tough to get done.
They should make it so that 3 kills is an official win on all fronts, the achievements, the emblems, the points etc. And the 4th being a 50% chance at a few bonus points. This may seem like handholding but consider the survivor "wins" if they alone get out the door or hatch while everbody else dies, as its not a "team win" kind of game. You get points for rescuing eachother but at no point is there something like " escape with atleast 3 surviving team mates" etc
Even the finnisher mori is proof the entity doesnt care about a 4th sacrifice, giving the survivor and easy escape chance and the killer a "don't have to sacrifice" pass
A better solution is to fix the mechanic of the hatch. The problem with the hatch is that it is just pure RNG, there's very little skill involved with either party. It is just whoever gets lucky enough to spot if first. A better solution would be to create an entire new mechanic for the final escape. My personal favorite idea is as follows:
- Once there are 2 survivors dead, and a 3rd is downed a portal spawns near the 4th remaining survivor. That survivor can choose to enter the portal (or not if they want to attempt the save).
- The killer cannot see the portal, and if the survivor moves a bit away from it, it will spawn another one near them, basically allowing them to always have the choice to enter the portal.
- If the other survivor is healed, or gets up, this portal disappears until the same conditions above are met.
- If the survivor goes through the portal, the other survivor is immediately sacrificed, and the last remaining survivor is fully healed and they and the killer are placed into a new zone and a short 3-5 second countdown starts (think like, the Halloween event, or the new killer they are working on the judgement)
- In this symmetrical zone, there's 4 decently good tiles spread out just enough that you can't chain them together, but if the killer breaks the pallet you have enough time to get to then next one. In the center of the zone is a hatch that is closed.
- The killer and survivor always spawn on opposite ends of the zone
- In this zone, all killer powers and perks are disabled, all survivor perks and items are disabled, and the killer's movement speed is set to 4.6, and the survivor is set to 4.0. Bloodlust is also disabled.
- While not in a chase, the survivor's location is revealed to the killer every few seconds (like 2-3 seconds of aura reading or a bubble, just so the survivor can't hide forever)
- After say, 40 seconds, or a minute, or 80 seconds or whatever feels good (enough for a solid chase), the hatch opens, and cannot be closed by the killer, this means that survivor can escape.
- If the survivor is downed, the killer automatically starts the final mori sequence.
This basically removes the entire RNG component of the hatch, and pits the killer and the survivor into a fair 1v1 scenario for a short time. No killer powers, no perks, no items, no nothing, just raw 1v1 at base speeds with no gimmicks or bloodlust. This makes it skill based for both sides, . The portal also is always the choice of the survivor, so that if they feel like they want to go for the save on that other teammate, they always have that option and aren't forced into it. The idea here is this zone is also easy to balance as in theory, it should be a 50/50. So if say, survivors escape too often from this zone, you need to nerf the tiles a bit. Or if killers win too often, you strengthen the tiles a bit. Or you can play with the chase timer, or other things that are much easier to balance.
- Once there are 2 survivors dead, and a 3rd is downed a portal spawns near the 4th remaining survivor. That survivor can choose to enter the portal (or not if they want to attempt the save).
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@azaxydbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069772#Comment_4069772
yes those people are cringe, blight even after the nerf stays S tier in the hands of good players. and bad blights could just change builds and make him useful either way. also furtive chase is still a thing and could be used on blight for massive rush speed and movement overall.
Doesn't that kind of defeat the point though? I thought everyone was upset about the blights going on 2k winstreaks. These nerfs won't change that, those players are still going to go on massive winstreaks, it just now will be harder for the less skilled players to play blight. So nothing actually changes.
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@SOULWARRIOR71K said:
The majority of swfs don’t dominate because the majority of swfs are not comp squads on comms who can play nearly flawlessly every game. Meanwhile, a single person can slap on 4 slowdowns on Blight, hard tunnel at 5 gens, and win over 99% of their games if they choose to. Blight nerfs were long overdue. If we can get the diminishing return changes, address camping/tunneling/slugging without perks, and add some kind of comeback mechanic for killers that doesn’t involve just lengthening gen times, the game would continue to move in a healthier direction for both sides.
And you think the majority of blights are comp players who get 2k winstreaks? It goes both ways.
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@Rick1998 said:
what are you even on about ?
pallet saves feel the same as they've ever been unless you are talking about a specific killer like twins blocking with victor this isnjust wrongIts because for about a year, it was bugged that if a killer picked up a survivor, they had 0 collision. This was actually why flashbangs were super messed up, because you could face a wall, the survivor could drop the flashbang INSIDE the killer, and would blind them, even if they were facing the wall. You also could just walk through the killer, to the other side of the pallet to drop it.
Now they fixed that, so killer has collision again, this makes it so as a killer if you know someone is going for a pallet save on one side, you can pick up the survivor on that side to body block a save.
Ideally now that this is fixed i think they should unnerf flashbangs, because this was the true cause of why they were a problem before.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068608#Comment_4068608
I don't forsee truly proper matchmaking happening. There simply aren't enough people of the same caliber on the same servers at any given time. Pretty sure that's why we already see regular players being fed to winstreakers. If they narrow the brackets and tighten the matching, those people will be waiting forever, and God forbid their content or ego feasting is interrupted.
Yes and no. While this is always going to be somewhat true based on the size of the player base. There are things you can do. Right now, for both sides, the game is MASSIVELY snowbally. There is basically 0 chance for any comeback on either side.
A teammate gets hooked, you start going for the save, and while that happens the killer spots you and downs you before a teammate realizes and starts going for the save? Game over at that point if the killer wants to capitalize on it (and they should)
Have a first chase where you guess wrong a couple of times and 3 gens pop before you get your first hook? Game over if the survivors just do gens instead of totems/chests/etc (and i would 100% expect them to).
They need to fundamentally fix the design of the game in a way that addresses both these pain points, as well as the fact that the most optimal way to play the game (for both sides) is also the most unfun way for the other side.
I think if you did these, you would fix a lot of these winstreakers being fed tons of wins because these types of players wouldn't just immediately lose against them and would actually have a fighting chance to play the game a little bit.
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@cogsturning said:
Making it so people can't browse each other's profiles in the lobby would help with this. I don't get why it's even permitted to check people's hours beforehand, because if someone with 300 hours gets someone with 3k, of course they'll dodge.
Perhaps if matchmaking did its job properly you wouldn't need to do this. People are complaining about dodging but are ignoring the REASONS for dodging. Dodging is a symptom not the cause.
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@cluelessclaudette said:
I've ran into some clearly low MMR P100 survivor and killers in this blood moon event. They play like they just installed the game a few weeks ago.
I know I'll get many replies "Oh I know" or "Duh" but I see the mentioning of "I'm a P100 Wesker…." like as it means anything? It's like going into work and saying "I have 10 years of experience as a X role….". Which is a good example too, I've seen people who have 10-20 years on the job but suck - cause I worked in consulting prior. I've visited many corporations.
Anyways…prestige really means nothing. They could've boosted it via promos and playing like a super casual all the way through. Or they didn't learn from their mistakes and never wanted to improve. That's fine though, and this is a casual game no matter what anyone says. There's no ranked queue.
I know people have off days or tilt. I know I do. We're all human. But someone had the obsession link perk and I was the obsession. I saw them do nothing the entire game. Just sorta stand in a corner in the swamp map and go into a locker. That's not "an off day" thats just how they play as a P100. Just wanted to bring this discussion up because I'm sick of people waving around P100 like it means anything. The prestige badges are cool though and maybe I'll try to get one now, but I barely play enough as it is so I need my points for new survivors/killers.
It doesn't mean someone is good, but it does give an indication that they have been playing a while and have a lot of EXPERIENCE. Each prestige is around 1.1 million bloodpoints. An average match of DBD as a survivor is going to get you around 20-25k bloodpoints and around 25-30k bloodpoints as killer. An average match of DBD is also going to take around 8 minutes. If you assume that someone has a 100% bloodpoint offering in literally every single game.
This means that, to get P100, you'd have to play around
110,000,000 / 50,000 = 2200 games * 8 minutes = 293.3, lets just call it 300 hours.
So a P100 means they spent around 300 hours on leveling just that character alone.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067836#Comment_4067836
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067869#Comment_4067869
Before the change the killer had no hitbox while picking up. So he couldnt bodyblock the pallet. I dont know how long it was like that (atleast 10 months) bc i didnt work when i started playing 8 years ago. So i never tried it until i saw a streamer do it.
Yeah it was bugged for like a whole year. I reported it multiple times.
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@TicTac said:
Im a bit baffled that so many get it wrong. Yes, you lose some blood while your running, but dbd is about time-management. Its obviously far better to run (even not counting the higher chance to get interrupted by the killer if you go around in snail pace). The only reason to walk is if you would need to make another refill otherwise. But most gens need always 3 fills even with running.
And yes, the blood pump spawning is buggy as hell. And if you need to run over the entire map, you will lose a lot of blood. But walking will lose you enough time to let the killer do two tea-breaks and still win. So yh with those bugged spawns, you should do normal gens.
Edit: i did the math (look at my comment further down) and was right.
Most of the time it is better to run, but there are times where that isn't true. You leave trails for example, so it makes it more likely the killer finds you. Also if you know the gen is at like 60%, a full can is 40%, so it would be better to walk to that gen to get the full 40% instead of having to make 2 trips.
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@kaneyboy said:
pallet saves, something that took skill have basically been silently removed from this game. You can be downed in the middle of a pallet and the killer can block both prompts from either side of the pallet now. Why has this happened. It sucks.
This is actually a bug fix from like years ago. The Killer cannot block both sides of the pallet btw, they can only block 1 side at once.
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@azaxydbd said:
Well Hex ruin is pretty op in this event due to the fact that you are forced to leave a gen and refill, with that time waste the ruin by default would regress ur gen, meanwhile if ur on regular gen u can choose to stay and do the gen, but with the blood system its pretty awful experience, i dont think it makes sense, well looking for ruin could force killer with totem build to expect it, my friend using blight with hex build, he kills everyone on 5gen left nearly every game because of this bs. i refuse to even play this event myself, and i wont play killer on this event either. i dont like the unfair advantages.
Its definitely stronger depending on map spawns though. You could also argue that with survivors walking around more often they are more likely to randomly find the hex. This is also why for example hex perks and corrupt don't work well together, because it forces the survivors to spread around which makes it more likely that they just randomly find the hex.
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@Ylak said:
So since BHVR released official kill rate stats that are showing some killers overperforming, when can we expect some adjustments to these killers?
Are we also going to buff nurse because she's often the lowest kill rate? Just looking at only the numbers doesn't tell the whole story.
For example, look at all of the killers performing the best in the broad category:
- Lich
- Freddy
- Sadako
- Dredge
- Pinhead
What do all of these killers have in common? They have a power that is difficult for a newer player to understand and/or a secondary objective.
Lich chests are confusing to new players. Waking up is confusing against freddy. Sadako tapes, dredge nightfall, pinhead box. Pinhead also isn't available anymore, so players will play against him far less often.
All of these killers have mechanics that you have to play against them several times to really fully understand what is going on in order to deal with them.
Similarly, if they released the bottom 5 killers, i'd suspect they would be something along the lines of:
- Nurse
- Hag
- Doctor
- Huntress
- Skull merchant
Now skull merchant would likely be there just because she is legitimately a bad killer at this point. Doctor would be there because he is a favorite killer for those afk bots that just spam shocks for bloodpoints. And nurse hag and Huntress are going to be there because they are killers that are quite difficult to play without using their powers, and their powers are difficult for lesser skilled players to use.
This doesn't necessarily mean we should just buff all 5 of these killers (probably SM needs buffs, and i'd say doctor might need a slight buff [maybe just make a few addons basekit or something]) But do the others need buffs too?
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@tjt85 said:
"Broad MMR" 😂
It's OK BHVR, you can call us low MMR. It's not gonna hurt our feelings.
The original BHVR post listed "high MMR" as being the top 18% of the player base. A surprisingly big bracket, tbh. I can see there being quite a big difference between players at the bottom end of that 18% compared to those at the very top.
As much as I appreciate these stats, I feel like they don't really tell us a lot. There are 42 Killers and 52 Survivors in the game at this point, can we at least get a top ten? I could have guessed most of these stats. We don't really need official stats to tell us that Sable/Kate/Feng are popular Survivors or that the usual suspects chosen by competitive Survivors are the ones that escape the most. We already know. The stats might be a little more interesting further down the rankings.
Bear in mind that if "top 18%" is defined as "high MMR" and you compare that to the elo distribution of chess then it equates to around the same elo as around 1950 elo. Which is what we would consider to be a "high skilled casual player" in the chess world. Like, the hustlers you see in public parks, type of skill level.
Also keep in mind that this accounts for a recent rating boost that FIDE did in 2024. If you look at the distrubution before that, it would have been around the 1600 range.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067341#Comment_4067341
i’d rather go against try hards than play walking simulator for 50% of my game tbh.
Fair enough. Personally i prefer the chill matches myself.
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@indieeden7 said:
Can we get some insight on why all blood pumps spawn within a seemingly 10 metre range of one another on what is seemingly the furthest point on the map from any of the actual blood gens? This event is starting to make gen perks feel mandatory in order to compensate for this spawn logic.
I haven't noticed it happening every game, but definitely happen more often than not and makes some of the further blood gens harder to get done. Would be less of a problem if the blood gens were close to that same cluster but that isn't always the case
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@DeathByBJ224 said:
So i just had a game where i was playing against the knight and i noticed he was just walking backward against the wall without going nowhere so figured he DC'd and went about my game and do some gens while the DC'd goes through, but then i froze and when i got back into the lobby i was hit with a 5 minute DC ban! and before you start saying its my connection the killer ping was at 59MS while i was at 29MS and the other survivors were on 30MS.So it couldnt be my connection and i never get these DC issues on any other game beside DBD. am i the only one going through this? it does happen all the time but it happens here and there.
i posted a video below if allowed
https://drive.google.com/file/d/1WCGO3a1C7cgWBBQ8aJChOHz9x78qUDth/edit
There is more to connection than just ping. It is likely that you had a hiccup in your internet traffic which caused you to disconnect from the server for a long enough time that it completely disconnected you.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067338#Comment_4067338
Let's clear the thought process then.
The bat in question is a tool, usually used to play baseball. You can however usually use a bat to play other games, sweep under couches to get something, get a impromptu drum beat going, and of course smack a fool across the face along with whatever other imaginative things you can think of.
The company in question is basically making things that can be used to play baseball. They're not telling people what to do with the bat, they just make tools for the game.
Obviously the guy who smacked you wanted to smack you for whatever reason. Could be a valid reason, could be a crazy reason, but for whatever reason they did the deed. They used the tool made by the company to deal direct damage to the face, arm, or [insert part here].
So, in light of this, what would you pick?
Again, this is a bad analogy because a baseball bat is an object, not a game that can be played.
The better analogy is the sport of baseball in general, where you can PLAY the game. Getting mad at a player for using things that are literally spelled out as allowed in the rules of the game, is ridiculous if you think its THAT unfair, then you should be pitching that the rules get changed.
Or chess for example. Should you get mad at the player for taking your queen that you left hanging? No, you should not.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067355#Comment_4067355
Just because you never accept common knowledge doesnt meant its wrong.
Something something lived experiences. I have no problem accepting "common knowledge" if it has evidence to back it up. This was literally something where i was sharing my SUBJECTIVE experience and then was immediately told that i was OBJECTIVELY wrong. Which is just incorrect on so many levels.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067341#Comment_4067341
Ive never seen this being a thing. Its commnly known that those who want to make the games unfun are meddling with the event queue. So the games in normal queue are more likely to be fair, which in fact means, that skill expression is more obvious, bit thats nothing to do with try-hards.
See, and this is where you had to go and make this a thing. Saying "its commonly known" is just not true. I shared with your what my experience is like, that doesn't mean that your experience isn't also valid and true for you, but then you immediately went to tell me "how wrong i am" why do that?
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@MoZo said:
i’m only playing the event to help out the community goal. once we hit the 5x bp, i’m going back to regular 1v4 instantly.
When events happen, the regular queue is usually even more try-hardy in my experience.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067251#Comment_4067251
Because Blood Gens are not really faster. If people bring this up they only take into account the time it takes to fill up the Gen, but filling up the can (especially with a limit of only one person at a pump) and the travel time gets ignored.
Plus it is the same as in the regular mode - early Gens get fast, late Gens are slower. Simply because the Travel time usually increases between Blood Pump and Blood Gen. And at some point you also cannot run anymore, because otherwise you lose so much Blood that you barely fill it.
Its still about 75-80 seconds to do a blood gen, slightly faster. The other thing that YOU aren't taking into account is that if the killer comes by a blood gen and its almost done, they kick it, but then they aren't starting a chase, because it is likely that survivor will be off somewhere else getting blood for example. Whereas a normal gen if you get near it and its nearing completion, there's probably a survivor on it and you can immediately start a chase.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067222#Comment_4067222
Remember our talk about baseball bats?
If someone smacks you with a baseball bat, who do you blame?
The company that made the bat, the baseball bat itself, or the guy who smacked you?
That's a ridiculous analogy, because it would be like being upset at a player on the opposing team for stealing a base. When you should be mad at the people who created the rules of the game that allow you to steal a base.
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@Nazzzak said:
It just goes to show - the devs can slow gens down yet most players will still stack gen regression perks. Lots of people telling on themselves in this mode
You realize blood gens are faster right?
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067135#Comment_4067135
I don't know why you're being downvoted, you're correct.
Bouncing off of your comment here:
Tunneling is a natural byproduct of DbD's core mechanics. It's the most logical and efficient strategy for the Killer to employ. Being annoyed players are playing the game in a way its mechanics incentivise is laughable. It's a PvP game, you're going to encounter people playing to win. If that's not your thing, fine, you can either play something else, or place your blame appropriately on the one's that designed the game that way.
Because i tell the truth. And telling the truth is crazy in a world full of lies.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067146#Comment_4067146
I was with you until you said tunneling should be made impossible to do. They didn't quite do that with the first anti-tunneling measure tested on the PTB, but they came very close with how harshly it punished any killer that dared to hook a survivor they had already hooked before they'd hooked every other survivor twice (but never the same survivor twice in a row.)
If your familiar with my posts i wouldn't do it with some bandaid feature like they did on the PTB that worked out horribly. I would do it from a fundamental game design perspective. I.E. something like, survivors share the 1st hook state, so if you want to "tunnel someone out" you still are gonna need 6 hooks to do it.
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@CorgiSploots said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067134#Comment_4067134
I'm so tired of this argument, why is it survivor players HAVE to run anti tunnel instead of teaching killers to make up for whatever game sense they lack. I don't need to tunnel, I 3 to 4k fine, if I lose I lose I wasn't better and that's fine.
Again with the us vs them mentality. First i'll point out there are many things killers have to do that are the same, but i don't want to get into it. I will say that this mentality of yours is that of a scrub. Not in a derogatory sense, but more of a clinical one.
I would suggest reading the free ebook by game designer David Sirlin:
who talks about this, but the point is simply this.
If i am playing the game to win, then my goal is to win the game. The game itself doesn't know rules like "tunneling or camping or cheapness" all it knows is "did i win". So i am going to use a strategy that i think will lead to the best chance of me winning. There are 2 points about tunneling that can be said. Either its a strategy that has a counter, and you need to learn the counter and get better at the game and deal with it. Or the strategy has no counter, and its unstoppable.
In both cases, if the strategy has a counter, then its on you to learn the counter and not on me who might be employing the strategy. Then, you simply learn the counter, and now you are no longer a victim to it. If the strategy HAS no counter, then wouldn't i be a fool for not employing said strategy in my effort to win? Why would i not use the most effective tools i can in order to win the game?
Compare this to say, chess. If you make a mistake in chess and lose your queen, should i like "not take the queen" because its "cheap"? Or should i punish you for your mistake, and win the game because of it? Why would i not do the thing that is likely going to lead to me winning the game?
Now, it could be true that maybe your goal is not to win the game, and that is fine, you have a different goal. But then if that is the case, you shouldn't be getting mad at people who are queuing up for a competitive game and trying to win.
Now, again, the point i'm making isn't that tunneling is good. I think tunneling is bad for the game and should be dealt with at a systemic level my making it just impossible to do. I have my own ideas on that that i have posted on these forums many times. But my point is simply, stop blaming the players for using the strategies in the game that the devs allow to exist, and start blaming the devs for allowing those strategies to exist.
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@CorgiSploots said:
It's a massive issue that is costing us new players and burning out players more. I don't understand why the devs are so content with forcing 4 people to have to babysit some jerk's fragile ego. We're honestly the only game I play with severe dc penalties while having no actual competitive mode to justify, while looking the other way at the biggest reason FOR said dcs. It's honestly one of the most solvable things we have. An honor system with rewards would go so hard. If you as a killer/survivor get low honor enough the queue takes longer to place you. People who play well will be rewarded and the toxic players get to play with each other until they either stop playing, or shape up.
Look, i'll be one of the first to agree that tunneling is bad for the game. But you need to stop blaming the players for using the strategy and start blaming the devs.
Blaming the player is completely ridiculous and just leads to more us vs them mentality.
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@Tamo said:
First game in the event just now. Tunnelled out by a Myers. Makes me really not want to play the event or dbd as a whole. Somehow we went from trying to address the tunneling situation, failed idea after failed idea to now THIS. No mentions of it ever & I'm just continues. I just got back from work, hop on for some casual dbd event bp farming & barely get to play the game I paid for. What an experience. It's horrendous.
Run DS. Its a free perk accessible to all. So there's that one. There's also several anti-tunnel perks that you could be using, but at least DS is free.
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@HolzkreuzTo said:
I think the current setup of the Fast Track perk is very unskillful; furthermore, it punishes the killer for not slugging or tunneling. That can't be right. I came up with a cool rework idea:
,,Each time another Survivor is hooked, gain Tokens based on their Hook State:
1 Token for the first Hook, 2 Tokens for the second, and 4 Tokens for the third, up to a maximum of 10 Tokens.
Tokens are only gained if you are within 16/24/32 meters of the Hook.While repairing a Generator:
Hitting a Good Skill Check consumes all Tokens. For each Token consumed, the Generator gains 2% permanent progress"→ This way, killers who tunnel out a player early in the round are punished.
Furthermore, you only get the tokens if you were actually near the hook, not just for doing nothing. So there's a small skill aspect to the perk that can also create further synergies.
And the levels 1, 2, and 3 of perks are also incorporated via the required range, so that unlocking Lee at level 3 is worthwhile. What do you think of my idea?No, but making it punish tunneling instead of encouraging it is better. Just double the numbers and restrict it to tunneling. So you gain like 5 stacks at once, maximum 20 stacks. And you gain stacks if the same survivor is hooked twice in a row. Then do something like "If a survivor is killed before the 6th hook state happens gain the max number of stacks.
It shouldn't have a range requirement.
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@MechWarrior3 said:
It’s really unfortunate truly.
Dbd needs penalties for people who throw matches like this. (I would say harsher penalties)
When I come across people who throw matches for example, yesterday a Nea got downed within seconds in chase by the killer cause she got stuck on an object after getting hit. The killer left her downed, I picked her up and healed her, she went to every pallet and threw them all.
I recorded it, and sent it in to customer support and reported ingame as well for throwing. (Unsportsmanlike Behavior)I don’t know if they will action it but they should.
Yes, this is what i keep saying. The solution to this problem is to stop cultivating a community that says "memememe" and start banning people harshly for ruining games. Literally every other online multiplayer game does this right now. Why can't DBD?
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@MrBuffalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065652#Comment_4065652
Or you could just….Not mori them and skip the animation as well?
And second of all. What does me saying "Don't let their actions bother you" have to do with an abandon feature for the mori?
You lose out on extra bloodpoints if you don't do the mori and just dc.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065664#Comment_4065664
Gens take 50 seconds now?
It was 50 seconds without even landing a hit. Do you honestly think that in that scenario you are going to:
- Chase the survivor
- Hit the survivor
- Chase the survivor some more
- Down the survivor
- Wipe the blade of blood
- Pick them up
- Walk to a hook
- Place them on a hook
- Walk to one of the generators (only a 3 out of 7 chance you pick one of them) that the other survivors are working
- Interrupt them from finishing the gen
All in 40 seconds?
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@Yords said:
This would result in most games being abandoned, shining light on how hard killers have it at the moment. It would cause a cascade of which we have never seen, resulting in BHVR being the real killer, of their only successful game.
In all seriousness, probably because the metrics for a killer being able to abandon their game would be really hard to manage. Would it be if all gens are done? What about if all gens are done + the killer not being in a chase? Maybe there could be, but I feel like it would be very hard to implement, but I also could be overlooking something idk.
That's how it is now with survivors already.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065597#Comment_4065597
Breaking 3 god pallets puts you in a decent position for late game especially if the remaining gens are the ones in the area that pallets were broken in. Most m1 killers should be used to this kind of situation.
But if this was an actual match and you noticed survivors on the gens that you are chasing past you could interrupt them instead.If 3 gens pop like that you don't have a late game.
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@OrangeBear said:
I would never be frustrated at being able to break all 3 god pallets in less than 50s
So you spend 50 seconds breaking 3 god pallets, and then another 30-40 chasing and downing that survivor, then another 15 or so to pick them up and hook them. How many seconds is that? Oh yeah, 3 gens popped.
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@BongoBoys said:
With this new update I've noticed spawns are broken and survivors are spawning right next to the killer
Anyone else notice this?
I've only noticed it on the new map really. But it is super weird.
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@neu said:
Please give us solid color options
Should have more solid color options rather than the washed out ones. Also would be cool if you could "overlay" which auras are shown over which.
For example, it would be cool to say, if a teammate is working on a gen, that you can have them appear in front of the aura for the gen so its easier to see where your teammates are when you have perks that do it.
Would also love to change the color of perk effects. I.E surveilance showing regressing gens in whatever color i want, and the yellow be whatever color i want. Or similarly with any survivor perks like the ones that show your teammates what gen you are working on.










