Sadsnacks
Sadsnacks
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I'm pretty sure it's a sign that a. The mm system is completely broken and b. There's less new players and far more older players and more so on the survivor side by a large margin
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@Mat_Sella said:
Ghostface is crying, tears falling through his mask, wondering why his stealth wasnt enough to triumph over the survivors as he's forced to look at them from the other end of the Exit Gare
Now we cue the rain. "All by myself" begins playing in the background. Perfect.
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@Mat_Sella said:
Ghostface is crying, tears falling through his mask, wondering why his stealth wasnt enough to triumph over the survivors as he's forced to look at them from the other end of the Exit Gare
Now we cue some rain. Fade in "All by myself" by Celine Dion in the background. Perfect.
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40 slower sensitivity helps counter 360s
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@Tricks said:
I used to main Survivor. It was too stressful because /hard mode.
Now I main Killer for a care free easy life.
I don't get this thread.
I felt the same way until about rank the mm system kicked in and I started playing against 50% rainbow matches and 50% all red rank matches. Now I get why everyone complains. In low ranks survivor half the killers are just campers and playing killer half your matches are solid red toxic swf
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@NotOprah said:
People DC against Moris because let's be honest: A game with a Mori isn't worth the time it takes to play.
Same for skeleton keys
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I hate OoO as a killer because it usually signals I'm playing against toxic players. Not always but usually.
I agree it needs to go.
When I play survivor I mostly use it in solo so I can purposely get tunneled. Part of that is to goof off and see how fast I die and the other part of it is to practice chases. It's kind of hilarious tbh but yeah it's not a good perk
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@Halun said:
https://forum.deadbydaylight.com/en/discussion/comment/1439480#Comment_1439480
Lol oh yeah, if we're not just talking about red ranks, that feels like 90+% of my matches. It's rare for me to get in matches with people +/- 3 ranks. But when I do, the matches are actually pretty fun...
I know, I pretty much lobby dodge my first 3-6 lobbies and that helps a little. +-3 ranks is great, then you actually have legit fun. Running endlessly around the same loop for every chase with each survivor is super boring, which is pretty much what the reds do. Even if I only get 1-2 kills with lots of good chases and uses of my power its way more fun than winning 3+ kills against super tryhards
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@chase131119 said:
Within 6 ranks, so matchmaking is good in that instance.
I think we all know that the current system as it's intended to run, not how it actually runs, is too generous of a margin between ranks anyway. At least that's the way I see it. If there were double the number of ranks as there currently are then I could see it making sense. There's way too much of a skill gap between 6 ranks imo it really should be you only play against and with people in your rank
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This is what mm has looked like for me since rank 19
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@Halun said:
https://forum.deadbydaylight.com/en/discussion/comment/1439454#Comment_1439454
Feels like 50% of my matches are like this. It's not great.
I know what you mean. I should have said one in four is all red ranks. The other 2 in four are a mix of red and purple and the last is anything from red to yellow.
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They suck. Not on their own and not in the hands of more casual players, but against anyone who takes it too seriously or coordinated groups it sucks. They all suck, BT, DS, Unbreakable.
The try hards will make anything toxic. Anything.
I don't know how you'd balance them and I'm sure even if anyone put out a suggestion they'd get dogpiled by all the trolls that populate this community.
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This pretty much happens to me one in every four matches.
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/1432862#Comment_1432862
It means there is another target already, so what do you not understand?
What do you not understand about my post? You clearly didn't even read it.
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@ProveKa said:
Without hitting the hook,or away from the hook you can ignore the advantage.This is not a difficult thing.Nothing to magnify so much
You didn't read my post. I'm talking about when people make rescues before you even have time to get 32 meters away from the hook.
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@6yXJI0 said:
The only reason i take Plunderers is to get a key, and maybe a good medkit.
Flashlights - Useless.
Green key - Useless.
New Toolboxes - Useless. The time i could repair generator, i wasted on looting a toolbox that cannot give me my time back.
Maps - 50/50 Good in some situations (Annoying Totem), but useless in most other cases.
This is what I'm saying. I've seen this happen several times in the last week alone. There are 2 survivors remaining and 1 or more gens left. I'll patrol the remaining gens for a while before it becomes obvious that the survivors aren't simply beaing stealthy, but they've clearly abandoned the generators altogether to stealth around the map looking for keys in the remaining chests. By that time it's almost impossible to find two survivors who aren't doing any objectives other than looking for the hatch using stealth and they find the hatch and escape.
It rewards survivors for playing the game poorly.
What point is there in playing against match after match of red and purple rank, or highly skilled players, only for them to have a set of free escapes when they've played poorly? Am I supposed to carry whispers, deerhunter, and franklins demise in the off chance they decide to use this tactic once they start losing?
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I'd love to see Chucky added to the game. Especially if they give him the power to t bag. That would be hilarious
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I run huntress with infectious fright, surge, I'm all ears, and nurses. Swapping out nurses for mad grit or discordance isn't a bad choice either.
The infectious fright and surge is a good combo for gen and slugging pressure. I'm all ears helps to anticipate hatchet throws A LOT. Nurses calling is just good meta.
Discordance is a good perk to carry off and in as it helps you build an intuition for where the survivors will be at the start of the trial
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@EnviouSLAY said:
https://forum.deadbydaylight.com/en/discussion/comment/1416011#Comment_1416011
it is very rare for a key to spawn in a map; keys are more common rn to be brought in game because the flawed event system for earning crowns on the survivor side. itll calm down a bit when the event is over. But mori's spawning into the game would be way more common then a key spawn; you can avoid most hatch situations by applying enough pressure, mori's are pretty unavoidable in the current meta.
No it's not rare, that's what I made this while post about.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1422515#Comment_1422515
https://us.v-cdn.net/6030815/uploads/6P7RZBS1ITON/1594238009444-gamer-dvr.png
Didn't teabag because I know how it feels to receive it.
Killer should've had a 1k, but the whole team got over altruistic at the end which turned into a 2k, and almost a 3k if it wasn't for Ace having DS.
Bubba got his first down after all five gens were done, he got into one short chase with me that I escaped without taking a hit.
Not much else to say really...
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I'm pretty sure it's intentional.
If people were actually matched against people in the same skill level then it would be less competitive and less toxic. I'm pretty sure the devs and marketing peeps want to keep it the way it is.
When I first started playing killer for the first few matches I was placed against other yellow rank survivors and half the time I took it really easy on them since I'd played quite a bit of solo survivor prior to that.
Then the mm system !?@# itself and started dumping red rank teams on me sometimes several matches in a row. I'm talking all red. And I mean toxic red.
The devs don't want this to be a fun casual game. They want people to be salty AF
It's part of the design
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I heard a pig main once refer to her as their oinktress
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Play with only object of obsession equipped and no items or offerings and see how long it takes for you to die lol
I love doing this with Dwight for some sick reason
Edit: for bonus lolz stare in the killers direction and spam t bag until they begin a chase with you
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They should either make swf groups play against AI unless someone opts in to play against them or make swf groups form in game guilds that other players can rate and leave public reviews of, that way everyone will know who the toxic bully squads are
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@CrusaderNella said:
https://forum.deadbydaylight.com/en/discussion/comment/1421593#Comment_1421593
I wonder why they would never get a game?
Nice burn 🔥👌
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This is why they should implement AI opponents for swf groups and people can opt in to play against swf or not
Or better yet force people to form guilds in game if they want to swf, and other players can rate and leave reviews of the groups that are public to everyone. Then you'll never have to guess if you're playing against a chill group of friends or some toxic squad of cyber bullies
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They should keep swf but just have them always play against an AI opponent unless a real person opts in to play against swf
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It's toxic gameplay and toxic behavior.
There's plenty of online games out there that have great communities. It's a sad fact that most of dbd seems to be populated with extremely immature players. More often than not it's probably just kids from troubled homes taking their day out on everyone else.
True what someone above posted. The toxicity is part of the brand at this point. I just like horror games and there aren't many out there.
Tbh I only play this game because it's the only interesting game out on Xbox one atm. I've been kicking around the idea of trading it in for a different console. PS4 has way more newer horror games and switch has a lot going for it too.
It would be great if someone took dbd and f13 and combined them into an asymmetrical horror game that was actually fun, casual, and worked.
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@tippy2k2 said:
The issue is there are two kinds of SWF groups
- The group of friends who want to play together
- The SWAT Team
Group 1 is great to play with. They're fun; they get to have a good time with their friends while I as the killer get to go through my normal Killer Duties and stab people
Group 2 is the problem. While this may be anecdotal evidence, I have found that the SWAT Team is usually not only damn impossible to beat since they are in constant communication with each other but they're always the biggest toxic ######### to play again. If there is a cheap tactic, they'll use it and if they get any chance at all to mock the killer, they will 1000% take it.
The biggest issue that Group 2 causes though is that these are the groups killers remember and these are the groups that make killers quit the game because they're not only frustrating to play from a game-play standpoint, they always seem to make sure to rub it in your face and make the experience as awful as humanly possible.
The problem is that I don't know how you could solve Group 2 without directly hurting Group 1
I swear I've seen you make this exact same comment elsewhere! Do you just have this saved as a text file somewhere to copy and paste whenever there's a new discussion posted about swf?
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@Deathslinger said:
I’m down for some Deathslinger buff but I main him and put a lot of hours into him and this buff is too strong. Survivors will literally have no chance and will feel no reward for dodging his shot. They earned the right to gain distance when he misses, and having an unlimited amount of bullets needs a setback, which is reloading.
ive seen other Deathslinger buff ideas that I like more but appreciate the topic~
He wouldn't have unlimited shots, maybe 3 at most before a decent reload cool down to compensate
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@TheMythicalCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1416015#Comment_1416015
I wasn't paying too much attention to how it would work at lower levels of the add-ons, and I've realized how horribly broken even 1 more shot is. The Brown add-on doubles his lethality, which is already high. His Brown add-on would be a contender for one of the best add-ons in the game. Paired with Save the Best for Last, a Deathslinger who could land their shots could down someone in seconds, from range. Only Iri Head Huntress rivals that lethality, and she has to either bring a Purple add-on to not reload after every shot (removing any add-on variation), or she has to go to a locker after every shot. Deathslinger could bring Keys and negate the reload downside, and get his lethality back mid chase. That's the weakest version of the add-on. Put 3 shots on him? You won't escape a good Deathslinger. The purple add-on + reload speed would be completely and undoubtedly broken. It's probably hard to imagine from a console perspective, where aiming is #########, but on PC, where his gun is very consistent when you get good at him, a single extra shot would break the character. Deathslinger's main strength is his ability to negate loops, with the downside of having to reload after every single shot. Remove that downside, and he's unbeatable in a loop. And they can't just add it on console only. It would make him a wildly different character to play, something that is not good when talking about different platforms. Adding it on console removes Crossplay from ever being a thing, unless they add it on PC as well, which would break the character. Giving him more shots does not work. The only way I see this ever working is if the Iridescent gives him one more shot, but slows down reload speed and increases missed shot penalty by a decent bit, and none of the other add-ons existed. But that still wouldn't fix your issues with him, as making it an Iridescent would make it too rare to fix the issue. There are ways to make him better on console, this is not it.
Save the best for last only applies to the m1 basic attack. It wouldn't work on deathslinger's gun.
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It's true.
If the first gen pops and you haven't hooked anyone yet then your odds of getting a kill just went down by roughly 50%
If 2 gens pop and you haven't hooked anyone then it's highly unlikely you'll get a single kill. You've got maybe a 30% chance in that situation.
Which isn't to say it's impossible but just increasingly unlikely unless you go into hyper twitch streamer focus level.
The game is about as far from casual as it gets
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It is very survivor sided from what I've seen of both sides. I usually start playing killer and then wind down my game session by playing survivor to relax more. I halfway suck at survivor so I die more often than not (rank 16) but I often struggle in a match if there's even one red or purple rank player against me.
I would almost go as far to say this game would probably be way less toxic if the killer was replaced with an AI, then survivors could have their fun without a real human being the punching bag in the process.
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@TheMythicalCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1413992#Comment_1413992
If you stacked addons, you get 5 shots. Bring the Iridescent + Purple, 5 shots with slightly slower reload speed. His reloading is the punishment for missing his power. The whole point is that you have one chance to land your shot, with it being balanced by the fact that you can shoot without any warning. And there are ways to avoid survivors getting distance. If you keep chasing normally and get them in a corner, then reload, it cuts down on how far they get when you reload. And if aim assist doesn't help, I don't know what will. Some characters will never be good on console, but making them busted on PC as well isn't the answer.
A simple solution would just make them not stack. Not all add-ons and perks stack in the game anyway
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@EnviouSLAY said:
doing that would just mean people are more likely to bring a key as an item if they cant find it; double edged sword; rather let the RNG gods decide what item you get. It is rare to get that spawn regardless; and most of the time that just means 1 person gets out unless you didn't play efficiently.
Like I said, if survivors can have dull and skeleton keys spawn in the trial then killers should have green and ebony moris spawn randomly somehow too. Then at least it would be fair
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@LeftPreston said:
https://forum.deadbydaylight.com/en/discussion/comment/1413982#Comment_1413982
I would just keep dull keys in the chest lol. Such a meme item
A meme for who?
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@Steel_Eyed said:
I think Deathslinger is already competitive. The small terror radius and ranged attack is really unfair.
His ranged attack is a joke on console
He might have a small TR but he's so slow and has almost no map pressure. Just go do a gen on the other side of the map, you'll be almost done with it by the time he gets there.
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@TheMythicalCat said:
That removes part of what makes him different from Huntress. The fact that he only has a single shot makes him more strategic. If you start letting people fire multiple times, you lose that strategy. Imagine a Deathslinger with 5 shots. Sure, the reload would be long, but each shot would have no warning, no one would escape a fully equipped Deathslinger. Huntress is balanced because she has to go to a locker to reload, meaning that just spamming Hatchets wouldn't work most of the time. Deathslinger doesn't have that weakness, he can reload ANYWHERE. So just spamming your shots wouldn't be nearly as risky as Huntress, with even more reward. Overall, not a very great idea.
Also, he doesn't need a buff. I'd rather they buff Legion, Clown, Trapper, Wrath, ect. Deathslinger is fine as is, the only change he would need is better aim assist on console.
I didn't say 5 shots, even with the most outrageous addon like that he would have 3
His reloading is also part of the problem with him. Survivors know that once he misses that one shot they've got plenty of time to put up to 32 meters if distance on him if he chooses to reload mid chase.
I don't know if aim assist would help so much as it would hurt him. As it stands survivors exploit the aim assist on most killers m1 attack by 360ing in a way that throws off the aim assist and caused missed attacks.
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@Goth_Furry said:
Yes I completely agree, keys are too strong to spawn in chests!
Thank you!
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You played trapper with no add-ons or perks... And got a 4k...
😯
👏👏👏
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I think nightbreed has a lot of untapped potential
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Naw. It's highly contextual based off how you use it or play them.
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4 seconds of brief calisthenics 😂😂😂 Best make it 7, don't want her to injure those hammies
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1405996#Comment_1405996
The average results of putting a highly skilled Clown and a highly skilled Nurse vs a team of high level survivors are a plain fact. This fact is what a tier list usually aims to measure. A degree of subjectivity is present, but "GhostFace is S tier because he can teabag and Nurse is F because I can't play her after 30 matches" is a personal enjoyment list, not a tier list, and I feel like it's best to mark it as such so you're not misunderstood.
Nurse is trash
cash me ouside how bou dat
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I play him with I'm all ears, Infectious fright, Mad grit, and Nurses. Sometimes I'll swap mad grit for BBQ, but if the lobby looks like a hardcore group I'll keep mad grit on.
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@SewerSwans said:
Tier lists are typically based off high level play, and used to state the inherent strength of something's kit in high level play. Based off yr posts, this is not really a tier list so much as a personal preference list. The level of play at which Clown is SS is either in another dimension or plain subterranean.
At the end of the day ANY tier list is going to be subjective
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I agree. Even before his nerf I noticed higher skilled survivors didn't care at all about running over the rites of judgement trails. What incentive is there to care about them now? It negates half of his zoning ability. I guess we can still try to send people to cages for the novelty, but that's not going to hold up for long.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1405902#Comment_1405902
That's a lot of negative points for putting someone in B tier.
Or at least, i consider B tier as still good, but that explanation was moreso: "He's only fine if this and this and this."
Not that i disagree on some things, i'm of the opinion that, collectively, his Teachables are the worst out of all.
I've seen other people play him really well, so I acknowledge that he can be really good but I've never felt really compelled to play as him consistently other than unlocking his teachables. I also play on console so my opinions on Deathslinger and Nurse are skewed towards that platform.
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I never had a problem with old ruin, even in solo.
New ruin just feels like a waste of a perk slot.
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@Boss said:
Okay, so i always try to let people keep their tier list however they want.
And this is still not me trying to make you change your opinion.
But seeing Hag in F tier instinctively made my face put on a worried expression.
Mah man Philip in B tier though, i'd like you to tell me why.
I just think hag takes waaayyyy too much focus to play well. Also since the ruin nerf her perks are mostly worthless unless you're trying a once in a full moon meme build. I've watched streamers and Youtubers play her really well, but that's getting close to nurse level commitment and focus.
For me wraith just doesn't stand out as having much map pressure unless you use a high tier speed-when-cloaked add on and are playing against lower skilled survivors. I think I mostly put him in B tier because compared to the other killers I ranked higher his base kit isn't as interesting. His perks are mostly so-so, nothing all that spicy.


