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Rydog

Rydog

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Rydog
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  • @steezo_de said:

    All the time: map sizes and tiles, perk nerfs and buffs, killer changes, Rift changes, bloodweb grind and daily reward changes... Yes, they listen to requests. They also have to listen to both sides as well decide what direction they want to go so it might not be exactly what you want, but it might be too. It all depends.

    rofl bloodweb grind ok

  • Matchmaking does not use any form of MMR. They tried this briefly, but it made things way worse than normal.

  • @supernoVa7 said:

    I don’t have anyone to play DbD with so I’m aways solo queuing. I don’t mind it but it is difficult and at times frustrating. The highest I’ve reached was green ranks, I did hit purple once but quickly deranked. I’m now rank 16 since I took a break when the Descend Beyond Chapter released. What would you say are the absolutely necessary perks for solo queue survivors? The one perk I use a lot is kindred. What are some others you suggest I use? Also, I don’t use DS as I don’t have it unlocked.

    Spine Chill, Bond, Kindred, and Lithe serve me very well, into red ranks. Your mileage may vary with exhaustion perks, but those other three give you a whole lot of good feedback on what's happening.

    As far as not having anyone to play with: What platform are you playing on? Have you tried the Looking for Players subforum?

  • I'm personally not one to lobby-dodge, but it doesn't have remotely the same ramifications that leaving an already-in-progress match does.

  • @Freddy96 said:

    Wait isn't stealth how everyone was supposed to play? And when it comes to so called teammate-induced tunneling is ds still unfair or not?

    Also will we see killer-induced genrush video too?

    The killer can't have bad teammates. The kind who loop right around the hook, don't take protection hits, lead the killer TO other people using Bond, bodyblock teammates in a choke point so that the killer has to go through them, or throw pallets down in front of an endangered teammate.

    I'm confident that you understand why people would have issues with their teammates acting this way, and how there is not an applicable equivalent for killers.

  • They're also really bad in the way I described. And Deathslinger.

  • 100% agree. Per his last example -- when I am on the hook and my teammate is looping the killer around me... yeah, the killer is not the one I am mad at in that situation.

    In terms of rescuing people and making sure they get out... you have to be willing to take a hit for a teammate. You have to think of your health state as a resource to help work toward a big-picture success. I have 100% ran directly into the killer's arms to take a hit for two injured teammates, or to take a protection hit as we hightail it toward the gate. When I am healing someone, I try my best to position my body toward where I believe the killer will most likely come from.

    And on that note, you need to maintain some awareness and be willing to "take your turn" on the hook. If you have a bunch of teammates who are dead on their next hook, and you haven't been hooked at all yet, you REALLY need to cause a commotion and draw the killer's attention, so that your teammates can recover. It's better for you to get hooked once than it is for that other guy to get hooked for the third time.

    I really believe this is a huge part of what separates a mediocre survivor player from a good one.

  • Obligatory "lol but every match has bots in it amirite"

    But seriously, this would be a great addition. I would love a mode where I can experiment and explore the maps, without having to drag a friend into it.

  • So is it PC or PSN? :D

  • @FhostGace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838086#Comment_1838086

    For example, I played only freddy once and got the easiest 4k, then i played ghosty and got 1 hook, whe i switch back to freddy, its ok

    You're describing an average day for most killers. Matchmaking is always a crapshoot.

  • I love Spine Chill, and I can't play survivor without it. It's a strong heads-up vs. stealth killers, but it doesn't tell you what angle they're coming from, etc. This perk is not a substitute for situational awareness. I've still gotten rolled by plenty of Ghostface and Myers players, even with this perk.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838063#Comment_1838063

    98% of solo do not have the 2 brain cells needed. 😭

    I hold that against them, not the Hag player.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837953#Comment_1837953

    Please stop suggesting to killers to make solo even more miserable.

    I mean, this synergizes with Hag's kit. I'm not a fan of hook-camping nonsense either, but I have the two brain cells necessary to know I probably ought to crouch-walk to Hag hooks.

  • It's so gross that they haven't changed this awful challenge.

  • He's so miserable to play against. His rework amped up all the things that make him a frustrating, camp-happy killer, and addressed exactly zero of the issues with him.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837223#Comment_1837223

    No? I just want players to be punished for missusing Victor. I hate that every twins player just constantly pulls him out, it becomes really stale gameplay when all that is happening is victor is released, comes after you with a 5 second chase, rinse and repeat.

    It literally woudlnt affect you if you were able to hit all ur pounces, if you miss all ur pounces then it'll help you to get better rather than just re-releasing him six seconds later even if you are clearly outplayed by the survivor.

    This is the entire power, so of course they do this. The killer literally has no special power or ability to do anything except swing her weapon, without Victor.

    That said: Twins were designed in a way to incentivize and promote hard camping. This is bad design.

  • Make Your Choice works great on Hag.

  • It's a video game.

  • @Claudette_Baguette said:

    If a killer is at 110% movement speed they RELY on using their power. Imagine a pyramid head having to hit every time with his ranged attack, nah that would suck because it's not that reliable or good to hit consistently. Same with demo. Plague has a cooldown and other conditions to make it work in the first place so that's fair. Imagine nobody cleansing against plague and she moved at 110% all the time, she would have no power at all.

    Every killer's movement speed is fine as it is right now.

    Huntress and Deathslinger have ranged attacks that deal damage with almost no wind-up. All of those other 115% guys either have to fill up a big charge meter, or their ranged attacks don't deal damage.

    That is the difference.

  • @gatsby said:

    People sometimes forget that a lot of what makes many Killers strong is exploiting mechanics in a way that probably wasn't part of the Devs original design concept.

    Hag/Twins- Using your power to essentially face camp while multitasking the other Survivors.

    Spirit- Standing still for free hits because Survivors can't tell when you're using your power.

    Pyramid Head- Using your power to tunnel through Decisive. Using power to hit both Survivors on unhooks.

    Demo/Pig- Exploiting the "basic attack" mechanic to have permanent 8 stacks on STBL.

    Huntress- Hitting Survivors with close range hatchets because the cooldown is less than a standard M1.

    Wraith- Using your hitbox mechanics in cloak to push Survivors into corners or out of pallet dropping range.

    Ghost Face- Using the broken stealth reveal mechanics to expose Survivors that are looking directly at you.

    Any others you can think of? It's funny that all these exploits of Killers were probably complete oversights by the Devs originally and they slowly just became "features" that were part of their overall balance. Remove most of these things and a lot of these Killers would become trash tier.

    Yes, killers are designed to subvert standard game mechanics in various ways. That is the point. That's what makes them unique.

    I don't like killers that are designed in a way that amplifies camping problems (looking at you Cannibal, Deathslinger, and Twins). But beyond that, yeah, killers are supposed to do what you are having a problem with here.

  • Necroing this thread because it deserves it -- because, hey, could you guys possibly make a more oppressive challenge? What is this, tome 1?

  • None, ever. Prestiging is the worst choice you can make in this game.

    You guys are absolutely crazy. It costs 1.6 million BP per prestige level, all you get is a usually not-great-looking item of clothing, and you lose everything. For the cost of bringing a single character to prestige 3, level 1, you could level four characters to 40 and unlock all of their teachable perks.

    The BP economy in this game is positively revolting.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835817#Comment_1835817

    Anything possible if you believe with all your heart💜💜💜

    Haha that made me lol. 😀

    I think you should stop limiting yourself and go for 8K streaks instead.

  • Distressing also helps Doctor do his thing. :D

  • So you've played DBD for 24,000 total hours? How is that even possible? It came out 4.5 years ago, do you only take breaks to eat and sleep? 24,000 hours is almost 3 full human years of existence.

  • The buff amped up the things that enable his super-toxic, campy play style, which is the entire problem with his kit.

  • Ideally, Hillbilly would be reverted to the way he was pre-nerf.

    Nightmare is probably a little too strong for how low his skill floor is.

    Trapper needs his power to start working for him without a ton of wind-up. I like the idea of all traps starting the match armed.

    Wraith, Cannibal, Legion, and Clown need full reworks on the magnitude of the Nightmare redesign.

    Deathslinger needs more visual cues and wind-up to his shots to give survivors some sort of counterplay, so it isn't just a guessing game.

    Shape and Pig both need something to give them more map pressure.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835689#Comment_1835689

    The point i was trying to say is that they both use chainsaws and both have instadowns, i never said they play the same.

    Fair enough. Also, I'm tired and not thinking entirely straight tonight, so I apologize for getting off track.

    Your idea has some neat bits to it -- I like the idea of a killer who can teleport to different fixed points (although Demogorgon and Nightmare already do that). Twins strikes me as something that would have been a better fit for Chucky, though. "Little god-damned gremlin that jumps on you" is really specific, and I think that would be too similar to Twins.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835658#Comment_1835658

    But devour hope forced the survivor to drop everything

    Devour Hope has never been a consistent meta perk like Ruin, because you have to work to get any value out of it. Old Ruin was something you had to immediately deal with to make any progress in a lot of matches.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835676#Comment_1835676

    They were maybe testing how it would work, it wouldn't be the first killers who are very much alike (Leatherface and Billy). But i think it would be better without that specific concept.

    Hillbilly and Leatherface play nothing alike.

  • @kaeru said:

    I would rather remove survivor suicide option.

    This.

    Also, yeah, killers being able to trigger EGC would just turn every match into a NOED/Blood Warden fest.

  • Stay away from him. If you see someone else scream, don't go that way, because that's probably where Doctor is going.

    Don't rush to the hook either, because he's probably going to use his pulse after he hooks someone.

    If you're the one getting chased, drop pallets early.

  • I feel like they really blew their chance for a Chucky/Tiffany concept with the Twins.

  • Happy holidays!!!!!!!!!

  • Yeah, because they would be forced to drop everything and do them. That's why Ruin got changed.

  • Agreed.

    I say this more often than I'd like, but: If you've decided to play Dead by Daylight, then play Dead by Daylight. You're making like a 15-minute commitment at most, and those four other people are on the line with you. Given the vast array of options there are in this game, you are inevitably gonna run up against stuff you don't like, from time to time. But this is the commitment you've made. If you can't do that, then maybe this isn't the game for you. If that's the case, there's nothing wrong with it; not everything is for everyone. But if you want to play, then please PLAY, and don't have a hissy fit and disconnect.

    Also: You don't improve unless you are facing adversity. You'll never get better if you just up and refuse to deal with hard situations.

  • They ought to at least reimburse your BP so that you can re-level everyone. I dunno the circumstances, but what you're describing should never, eeeeeeever happen.

  • Matchmaking is the wild west.

    It would be great if they implemented a per-killer rank.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/215374/adept-killer-should-be-a-4k-with-the-3-basic-perks

    Everyone agrees with that but i'm pretty sure the devs already explained that changing trophy requirements is really hard to do if the achievement is still possible (at least for sony).

    This. They really don't think things through.

  • As-written, Dancer and Hex: Impediment would both be very OP meta perks.

  • @xI_Fabi_Ix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832505#Comment_1832505

    I know. I also used to like farming when I was bad at the game.

    Quick Bloodpoints is just get good at killer.

    You just answered your own question.

    Other people are still in the exact boat you have described here, even if you aren't.

  • The wiggle mechanic isn't there to give you a serious chance of escape, it's there to prevent every hook from being a basement hook.

  • Yeah, that's infinite tier 3 Myers. If you know the killer is Myers, and at some point you think to yourself, "Gosh, the match has been going on for a while, and he hasn't gotten to tier 3 even once!" you'd better be very afraid.

  • As always, high-mobility killers are the best killers.

    After really digging in and giving him a chance, I think Blight is a lot better than a lot of people seem to give him credit for. He has a high learning curve, but he's so damn fast. Good to see him getting some love here!

  • @lKillYouSoftly said:

    That makes sense. I'll take your word for it so I have closure lol. I'll check the link out! Thanks a bunch!

    No problem! Good luck out there. This game has a lot of weird claptrap and grindy stuff to it, but I promise there is fun to be found if you keep at it. Holler on the forums if you have more questions.

  • @lKillYouSoftly said:

    Perma-exposed means exposed, right? If so, no. He had to injure us like normal. I apologize if I sound idiotic, I'm still quite new to the game [four months] so I'm still learning some terms lol.

    Yeah, "exposed" is one of those terms that makes no intuitive sense. Exposed means that you can be downed in one hit; there is a skull icon on your HUD that will indicate when it is currently applied to you. Most exposed effects, such as Myers' tier 3 power or Haunted Ground, have a short duration. Hex: Devour Hope is permanent, unless the totem gets cleansed.

    Here is a list of things that can kill survivors: https://deadbydaylight.fandom.com/wiki/Killing

    If this was Legion, and they had no mori offering, Devour Hope is the only thing that makes any sense based on what you have described.

  • Also: Welcome to the forums. May you find them occasionally useful.

  • @lKillYouSoftly said:

    I don't think he had it on? I was too busy gawking at the lack of a mori lol. I don't recall seeing the Hex icon at all throughout the game, so I don't know.

    Were you all just perma-exposed at any point?

    Devour Hope gets a stack every time someone gets unhooked. 2 stacks gives the killer temporary haste, 3 stacks perma-exposes all survivors (one-hit down), and 5 stacks lets the killer mori any downed survivor.

  • Probably Hex: Devour Hope, which gives the killer the power to mori you if it gets enough stacks.

  • Spirit requires a lot of solid game sense and strong prediction of survivor tactics; you can't dominate with her if you don't know what you're doing, same as any killer. Her skill floor is a lot higher than, say, Nightmare or Doctor, who both perform really well in the hands of inexperienced players because their tool kits are inherently very forgiving and let them find survivors easier. You're going to eat a lot of crow as Spirit until you understand a lot about what survivors are likely to do, and know a thing or two about the habits of the specific survivors you are facing.

    People just say things take "no skill" when they're being edgy 17-year-olds who want to feel better about their own mistakes, and would rather blame a loss on the system.

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