SOULWARRIOR71K
SOULWARRIOR71K
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Yeah I’ve never bought into the notion that grades only show playtime. You are not getting to iri 1 killer without being able to beat and pip against decent/good teams fairly consistently. Just playing a lot doesn’t rank you up once you get to gold/iri. You have to get kills and pip.
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Been saying it: just accept that if you want the most consistent results possible as killer, you must discard the survivor rule book and play to get kills by whatever means the situation calls for. I think killers have been convinced that they should "play nice", but there is literally 0 benefit for doing so. Play to complete your objective and crazy enough, you will complete your objective lol. This is why/how survivors beat killers into the ground so often. They focus on the objective while killers play nice and then wonder why they lose or feel frustrated lol. When more killers wake up and start playing to win, survivors will complain about how not fun it is for them and then maybe just maybe something will change (ie pig nerfs).
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/303861/would-you-still-use-deadhard-if
Nope. I would not use it if it had a token system. Dead Hard is a skill based perk. To limit its use on top of that would make the perk less useful over other perks that don't have the same limitation. Don't forget that Dead Hard causes exhaustion for 40 seconds. Survivors have to not run for that long every time they use it to be able to use it again. Putting pressure on survivors is one way to stop that from happening. Not only that, if you keep chasing the person who used it they will stay exhausted for as long as they have to keep running. A token system for DH would ruin the perk. There is nothing wrong with it as it is. Killers complain about it because they think they are entitled to a hit that was avoided by it while completely ignoring the fact that a perk had to be used to avoid that hit.
Lost me at "Dead Hard is a skill based perk". lmao. Getting injured and then being rewarded by getting to press a button for invincibility and additional distance to avoid downed is not skill. It's a hand holding crutch lol.
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I mean there’s a simple solution. Play killer yourself and never camp, tunnel or slug and have fun getting 0 kills and/or having someone hold W across the map only for them to dead hard to extend the chance, someone body blocks or sabos the hook. Meanwhile the rest of us killers will continue to do whatever we need to do win (just like survivors play to win). Neither side has any obligation for making the game fun. That’s the devs job.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2735998#Comment_2735998
Clarification: It's 30 seconds of immunity if woken through an alarm clock, not 60 seconds. 60 seconds is the total duration a survivor is awake until they fall asleep.
But it ends up being 90 seconds minimum before they fall asleep again. That is way too long considering the average game lasts about 10 minutes or less.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2736279#Comment_2736279
People keep saying artist but it seems far scarier on a Fred with class photo.
They can just not let go of the gen until they actually see Freddy. Class photo will give itself away pretty quickly.
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As a Freddy main myself, I can say it's probably a wait and see type of situation. I'm not a huge fan of using slowdown perks that require a hook to activate considering survivors can play around it thereby nullifying your perk.
My question would be is when does the timer for blocking the gens actually start? Let's say I hook someone and then scare someone off a gen 20-30 seconds later. Does the gen then lock for the full time or just the remaining time? if it's the full time, I can see this being strong. If it's only the remaining time, a smart survivor should just stay on their gen until they actually see Freddy.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2727719#Comment_2727719
Ah yes, as if every Survivor will sweat every game every day
4 average survivors do not need to sweat if they have decent coordination/communication. Play safe, split up on gens, stack 2nd chance perks, and coordinate and you can escape. Let's not pretend that if survivors get more information that would otherwise require voice communication, survivor efficiency isn't going to go up. It will. If killers get nothing to compensate, it just means even more difficult matches for killers (and over time it will get even worse once it gets fully baked into the survivor meta).
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I love how often people say "buff solo q and then they can buff Legion!" lmao. As if the killer main community has been waiting for the worst killers in the game to be slightly less terrible. Playing against 4 man swift level coordination/communication every round in return for legion buffs would be the joke of all jokes lol.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2727625#Comment_2727625
They should put it on their priority list. That change needs to come as soon as possible, even if it doesn't come with a compensation for the Killer. Solos need this
Yep so killers should just enjoy playing against what will basically be 4 man swfs every single round in the meantime. Sounds like a great idea 🙄.
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The underlying premise is what I've been preaching to all my fellow killer mains: if you play to win, you will still win (3k or better) most of the time. I'm what I believe to be a high mmr exclusive Freddy main. I use the same full hex build every round. I completely ignore the survivor rule book and will do whatever I feel is necessary to win. I'm very competitive by nature, so I find fun in trying to win. Are there rounds where I get destroyed? of course. But I would have lost to those teams before MMR too. More killers should start to play like they didn't have some mythical reputation to uphold to avoid the wrath of survivors.
That being said, do I think the game is balanced? Not at all. Between bad maps, boons, swf etc. the killer experience is not fun for most people. Especially those who don't want the game to feel like every match is a tournament match. But remember, it's not a tournament match (and most survivors are not tournament caliber players). Play without self imposed restrictions and the kills will follow (doesn't mean fun will follow though).
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@anarchy753 said:
It's terrible, and it's funny to me watching people use 2-3 perks JUST to get a temporary 30% slow on gens. Honestly just use a decent stalling perk and it'll net you more stalling with less stress.
It's not a temporary slow down if you are using it properly. If you can get a kill and then have multiple pentimento totems up, it's basically ggs because the 1v3 is already in your favor if there's 3 gens still active by the time you get your first kill.
I think where people are getting Pentimento wrong is that they are instantly relitting the totems and then they get destroyed right away. Don't relit immediately unless that totem is in a dead zone with no gens. Wait and start lighting them when you have momentum. Survivors will have that panic moment when they realize how slow the gens are going. This gives us (the killer) the opportunity to capitalize on the slowdown and distraction that it causes.
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@AngyKiller said:
Question; can survivors Bless Rekindled Totems? Because that would be dodging the end-effect of Penti and be yet more proof of how bad Boons are.
No, they can only cleanse it (which then permanently removes the totem from the game). Ideally you want them to cleanse not boon your original hexes. Patrolling totems is recommended because if they keep getting interrupted trying to boon the totem, someone will inevitably cleanse your original hexes. Then it's pentimento time :)
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As others have stated, Pentimento works best with a full hex build. However, I disagree that Plaything is the way to go. Pair it with hexes that survivors actually need to get rid of ie Ruin, Blood Favor etc + something that will penalize them for cleansing/booning ie Haunted Grounds. I run my full hex build on Freddy every single round and always get value out of Pentimento (especially when Ruin is still up).
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2721837#Comment_2721837
I agree with everything you said except how you're saying it's just survivors, let's not pretend killers don't give survivors ######### for the perks they run or the map they play, ANYONE should be able to run whatever they want without getting trashed on just for having fun, I don't care if I'm playing end game nurse behind the gates with blood warden, insidious, Noed and kill everyone while nodding at the end, it shouldn't matter how I play or what I play because it's just a game and as long as you're having fun that's all that counts
if a killer literally camps the first person, anything above a 1k is the survivors’ fault. Camping is not the same thing and does not have the same impact as survivors running dh, decisive, bt, iron will, unbreakable, adrenaline etc and playing a crap map offering like Haddonfield/Badham/Red Forest/Game etc because doing so actually wildly skews the match in the survivors’ favor.
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This is the first game I’ve ever played where one side of the community (survivor mains) tell the other side of the community (killer mains) that they should just be playing to have “fun” while at the same time they are always trying to win (escape). As a killer main, I wholeheartedly reject this notion. I play killer because I want kills. As such, I pay no mind to the survivor rule book. I play however I want to and I 3k/4k the majority of the time. Do I get destroyed sometimes? Of course. But I accept that I can’t win them all nor can I control how survivors decide to play. There’s only 3 possible outcomes for a match 1. Tough back and forth 2. Stomp 3. Get stomped.
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I run a full hex build with pentimento every round and I consistently get value out of it. I think haunted grounds is a better choice than plaything. Plaything requires you to hook them and have a dull totem available for them to break. Too much time passes before that happens. Whereas haunted grounds will immediately trigger when the totem is cleansed. If you already have someone on the hook when hg triggers 3 things usually happen 1. No one is coming for the save so that’s an easy 2nd phase 2. Most people stop working on gens 3. You will have time to go relight the totem and get your slowdown going.
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@meatisadelicacy said:
I used to regularly see killers give hatch when I first started playing 3+ years ago. It's incredibly rare now, but I do see killers regularly take a survivor to the hatch, drop them too far to actually take it, and then close it. It happened to me two days ago, actually. Killer mains, are you okay?
As a killer main I can tell you why I don’t. There’s no incentive to give hatch. When they find the hatch first, what do most survivors do? Stand over it and wait until you are in view to teabag or click. When survivors open the gate, what do most of them do? Stand there teabagging hoping you’ll come to see them do it. Survivors are not over here giving out free kills, so why in the world would I give a free escape? Imo “playing nice” as killer doesn’t even make sense in terms of the role lol.
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I’ve seen it used to it’s maximum impact twice. Both times I was going against sweat squads with the full stack of second chance perks and boons. Was damn near impossible to keep them injured and/or downed. In both cases, getting them to the basement was the only saving grace.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2711025#Comment_2711025
Wait out their DS? Screw that, I eat it because I am hard committing to them regardless. Hell if I care.
100% getting tunneled out of the game for doing this.
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When survivors start not doing gens, letting me kill them, not teabagging, clicky clicky etc then I’ll start giving hatch/gate. Until then, never.
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I’m sorry to say this but anyone who says a killer is bad for using Lightborn is full of it. Lightborn works wonders against squads with 2 more flashlights. Especially if at the beginning of the game you pretend like you are looking down or trying to avoid getting blinded. If you know what you are doing, you will get them to waste time and you will get free hits/downs later in the game. The only reason a survivor will convince you not to use it is because they want to click at you all game and teabag at the gate.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2702948#Comment_2702948
I am of the school of never giving up even when I have a bad start. If you do not try you will never get to experience unexpected victories or comebacks. If you are going to spend your limited time on this earth in a DBD match at least try to earn some blood points. You might even learn something new. I am still learning after 2300 hours. That is what makes this game great sometimes.
If the match is competitive that's one thing. I'm no longer in the business of trying to artificially raise my level with corny/lucky kills after gens are done and/or during the EGC. If there is something that can swing the momentum like a good basement placement or something, that's different. But if they finished 4 gens and the 5th is on the way, and everyone is still 0-1 hook, it's generally going to be futile anyway. gg on to the next one.
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@Puddles said:
I still can play killer, whenever my MMR gets too high / matches gets too hard... I just afk at one gate, when survivors finish 5 gens I open the gate.
Fast matches for lowering MMR.
I don't really want to play stressful games.
This guy gets it. 3 gens pop during first chase? Cool. Don’t expect me to engage with 1 gen left and knowing full well you have a team stacked with second chance perks and I can’t do anything about it. If it’s not a competitive match, there’s no need to sweat. Let them do the gens and go back to the queue. 0k is still a win because it will eventually lead you back to a more fun level with good back and forth between both sides.
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I started having fun again once I stopped caring about what survivors think about my playstyle. I'm one of those "play to win" type of people (I'm a fighting game player first). If I want to tunnel, I will. If I want to camp, I will. If I want to bring a mori, force you to the second phase, and mori you off the hook, I will.
I exclusively main freddy with blood favor, ruin, fearmonger (swapping in lightborn or franklins when necessary) and pentimento. I win (3k or better) most games and sometimes I get annihilated. I try not to let the games that I get destroyed bother me. Especially the games when second chance perks are straight up carrying the other team.
Embrace the killer role for what it is. Your job is to kill survivors by any means necessary. Toss that survivor rule book into the trash where it belongs and enjoy your new found freedom. I found my fun in playing how I want to play and winning. I live up to the merciless killer title lol.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2694667#Comment_2694667
To pip as killer you don't even have to kill anybody. A good example is legion, which is extremely easy to pip with.
for the overwhelming majority of killers and games, you do need kills. you are not consistently pipping with 0ks unless you are playing against potatoes. If a team is good enough to keep you to 0ks, more often then not, you/I probably got stomped.
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@KajdanKi said:
But to get iri is not a big deal.
Look: I start to win all matches and while im gold 4 im starting to have sweaty killers. What do I do? i hung myself or afk X matches until I get baby killers.
Now I head for iri 1 since my grade did not decrease at all but mmr did.
Ezpz.
So you dont have to be actually good, just smart
But that's my whole point. Neither Iri or MMR are a big deal. Both are based on something (the same thing ie kills/escapes) that doesn't really measure the skill needed to meet the requirement. MMR doesn't differentiate between the survivor who hides in the bush all game and escapes vs the survivor who does 5 gens and escapes. Just like it doesn't matter if you consistently get your kills with NOED vs pre-EGC without NOED.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2694667#Comment_2694667
Grades reset every month and mmr doesn't. So while I haven't played a lot in the past few months my mmr has stayed at its level despite being ash rank.
So no taking grade as some sort of representation of the mmr value is faulty.
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2694667#Comment_2694667
If you double pip often it's possible to get to iri 1 in below 50 matches that's less then 2 matches a day.
On the other hand grades can't downgrade anymore. So if you play 20 matches a day but only advance 1 grade at a time then you'll still reach iri 1 20 days after reset.
It's clear which one of these is better. But they still both reached iri 1
High mmr killers are indeed likely going to reach iri faster.
But being iri doesn't always mean you're good. You can play horrible and still get there by making it up in gametime
@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/comment/2694667#Comment_2694667
no way.
it is completely wrong as you can never lose you grade. You can lose pips but once you reach red one grade you can lose 3728482 matches and yet you are still red one grade.
Players take grades as ranks and thats bad
If you are playing enough to get to Iri 1, your MMR will go up by default. Yes you can't lose a grade, but you can lose pips. You still have to pip and not depip to get there. Chances are that if you are playing that much, you are getting kills. Kills is what determines your MMR, not skill. If you did nothing all match and got a 4k in the EGC with NOED, guess what? Your MMR will still go up lol. Nothing in this game truly measures skill. The game measures kills, escapes, and time played. Not sure why people are so caught up on Grades vs MMR. It makes no actual difference in reality. Get kills/escapes and you'll generally face competition who get kills/escapes at around the same rate. Doesn't mean the quality of said competition will be reflected in their grades or MMR.
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I actually disagree with this notion when it comes to killer. MMR is based on kills and escapes. For killer, the only way to pip is to get kills. The more kills you get in a match, the more likely you are to pip. The more often you are pipping, the more likely your mmr is also going up since pipping and increasing MMR have basically the same requirement…. kills not skills. Grade isn’t looked at when choosing who to match you up with, but it does give insight into your ability to get kills and how often you play in a given month.
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@The_BiggCheeze said:
I’ve been trying it myself by using Ruin and Plaything, 5 hexes that can be broken. I have gotten a maximum of 2 because it either got booned or the survivor died causing that plaything hex to become dull again and no one breaking it.
Its a good perk released at the worst possible time.
I have
https://youtu.be/HNgOJ7hZL7o -
I solo main Freddy at what I believe is a relatively high level and can tell you a few reasons why you probably don't see him more.
- His addons are pretty much garbage. Outside of Red Paint Brush, Masterpiece and occasionally black box, they are way too weak now.
- Unless you are using Red Paint Brush, he has no anti-loop at the beginning of the game (nor does he have his teleport unless you use a specific well timed trick to get it faster).
- The impact of waking up lasts way too long. 90 seconds of dream world immunity again renders your anti-loop powerless for extended periods of time.
No offense to the originally poster but I don't understand these kinds of threads. Survivors complain to get a killer nerfed. Said killer gets nerfed and then people say "why don't we see x killer anymore?". The answer is simple, because the killer got nerfed to the point where they are no longer interesting to use (which is really what I believe a lot of survivors actually want to happen - for the killer to not be played anymore lol).