Skill_issue
Skill_issue
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@GreyBigfoot said:
It's kind of an antiquated term even in DBD, but I sometimes say Boosted still.
that is a good one to use everyday
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@HugTheHag said:
Probably around 35 to 40 min.
I was playing Ghostface on The Game going for adept, and among the survivors was an Ace who was just... amazing. He outran his mark twice. After 30s I knew I should give up on him and find other people, but he was just mesmerizing. I'm a very poor looper myself, so halfway through the first chase I was ecstatic to see someone move so smoothly between the loops.
It also helped that he was super well mannered. Many other survivors would have been mocking at this point, but the guy was genuinely just funny. He didn't treat me like a baby killer (which I was). Most he did all game was moonwalking a bit in the background when his friend was getting chased.
Anyway. After a few gens I went back to his team, and noticed they had left for last 3 easily patrollable gens upstairs. From then, I killed the 2 lesser experienced survivors, and only had Ace and a Kate left. None of the gens had any significant progress.
Everytime I approached one of them, they'd go downstairs to try and lure me out of the 3gen, and I also knew that both of them were much better at chases than I am. Fortunately, as I was Ghostface, I could mark them and hopefully cut in half my chase time. Unfortunately, there was no good line of sight to the gens.
So the next 20min were spent "sneaking" up to them, progressing their mark by a little bit while trying not to get revealed instantly, getting revealed, chasing them off a gen, kick, patrolling while my shroud was on cooldown, repeat.
I also couldn't afford to spend more than 20--30s in chase, so there were several instances of marking, getting into a chase, stopping at the first loop to break pallet, giving up chase to patrol again, until there were no easily accessible pallets.
I eventually got the Ace on a hook, ######### off to let him be unhooked, then Kate, then Ace again, who died.
Kate eventually found hatch, after a harrowing good half an hour if not more.
(I know it's nothing to hatch standoffs and the like, but I'm pretty new so I wasn't around for that haha)
(By the way, I did get my adept with this game ! Hooray ! =D)
The Ace was again, nice in endgame chat, which I did not expect from such a long game.
I actually still have the chat somewhere in my collection...
Here !
https://us.v-cdn.net/6030815/uploads/W0WPZ3WGNXCH/image.png
Overall good memory, but I don't think I'd do it again haha. It was exhausting !
you leveled up that game nice glad the ace wasnt a jerk and taunted you
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@bunnyfengenthusiast said:
47 minute game on Gas Heaven against a Knight camping a 3 gen with COB OC Eruption NTH. 2 man premade with two solid randoms. We eventually finished the gens and 4 outed.
at least you won at the end all at the price of your mental health and exhaustion haha
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367736#Comment_3367736
Edited it to show the full context
dear lord that was a war of attrition 12 hours?
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@HarlockTaliesin said:
Was this before or after the 1 hour limit was added? If after, you could've just AFK'd for the last 10min and waited for the Entity to eat them.
this was before the 1 hour limit around the time artist was released
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@HugTechLover said:
Probably 45-50 min. Against an oni with full gen kick build holding the infamous haddonfield 3 gen. He would not chase anybody AT ALLLL. Just run back and forth back kicking and kicking. We eventually all just sat across the street watching him run back and forth. It was ridiculous lmao
surprised he didnt try to slug with his power or were you all good at denying him hits?
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@Rulebreaker said:
49 (yes, we did the math of when we started to when the last man died) minutes against a nurse on red forest, mother's dwelling. Was in a 3 man swf with 1 random. So throughout the match said nurse is having a hard time catching anyone till she finally gets a Mikayla (whos part of the swf). Unhook she immediately drops chase and heads back to hunt for her and predictably tunnels her out (theres also a semi reason too). By this point theres 2 gens left but everyone notices that theres a 3 gen that the nurse has been protecting (hence the reason as our teammate was caught over there and kept getting caught over there).
So this 3 gen is special, theres 1 at top of the building, 1 at the foot of a hill, and 1 in a small jungle gym. All 3 gens can be seen from the top of this hill. Since the nurse has a real hard time catching any of the remaining survivors, but has erruption, brine, and overcharge, we proceed to do the equivalent of 7 more gens as we work abit, she chases us off for 10 seconds, we run to heal if anyone's hit, gen dies, repeat till we all make enough mistakes for her to get enough hooks to kill 2 more (lucky for us she didn't want to slug for the 4k). We're last on the chopping block and die due to forgetting that bbq exists and throwing ourself into a corner to dodge a blink (funny enough as we literally couldn't move between the rock, bushes, and nurse in fatigue).
Needless to say everyone was done for the night.
i would imagine so lol thanks for the story
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367676#Comment_3367676
I do, but for full meta it’s those combinations IF you are really good with rushes.
Another really fun build is spirit fury, enduring, Huberis, with c33 + adren vile,
that is the build i am using right now along with nowhere to hide...still a baby blight learning his angles haha
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@Steakdabait said:
the new killer once she's released
by all the threads currently i dont think that is the case
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@HoodedWildKard said:
Question. I've only been playing since august. How did old dead hard work?
old dead hard gave invicibility frames and distance when it was used(most commonly to reach a pallet or window)...new dead hard gives endurance armor and then a sprint burst which has made it even stronger vs m1 killers and ranged attacks in various cases
killers like the trickster could just keep using knives on old dead hard to hit the survivor when they came out of the invincibility frames as long as they didnt reach a safe area.
new dead hard gives the survivor an extra health state which means another 6-8 blades to get the injured state if they can even reach the survivor after the speed boost.
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@ChaosWam said:
Best case scenario is M1 killers will get buffs in some way, maps get reworked to be better for both sides, and gen repair/regression gets a fair change.
Worst case scenario, toolbox buffs.
i can see it now gens take to long so bnps will be buffed back to their original state haha
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358978#Comment_3358978
Corrupt is great on Legion. Let’s you start mending simulator before they can touch gens.
i concur as long as you dont get the down...using legion button also helps to set up the mid game and getting pallets out of the way early
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@DBDVulture said:
Play Nurse and Blight with meta perks. Don't touch any of the other killers - unless.
You could for example treat yourself to a riveting game of clown+pinky finger with a map offering. Or perhaps you will play Ghostface on Lery's where your advantage becomes stupidly broken.
If you are going to play Legion you need to only play with Iri button. I highly suggest running Bamboozle as well as Julie's Mix tape.
those are my favorite add ons with legion if i am not using filthyblade/legion button combo
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@HugTechLover said:
Blight:
1) Pain res, DMS, BBQ, agitation
2) pain res, lethal, bbq, agitation
*sub agitation with shadowborn if need be*
edit: addons: Crow + alch ring or adrenaline vile + alch ring.
you never use any of the compound addons?
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@Halloulle said:
if you want to bring m1 killers / weaker killers up to what is considered A tier killers you have to do it via changes that do not also benefit the already A tier killers. Kinda like how the HUD helps Solos a lot by telling them what their teamies are up to but provide no new information to swf.
That's the biggest issue with map redesign I have - if maps are reworked high mobility killers have to be reworked as well. Because cheanges that benefit M1 killers also benefit them.
unless m1 killers get a temporary speed boost at the beginning of the match or a basekit corrupt of about a minute
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@illusion said:
12 hooking without camping, tunneling, or slugging.
Escape streaks do not, necessarily, require a lot of skill. You could hide in a locker for the entire match and only come out once the gates are open. Extreme case, but I definitely see people too afraid to do anything because they want to escape.
12 hooking can be done i would be more impressed if it was against a high level comp team like oracle
i agree with the escape streak point...there are quite a few survivors that are carried by their teammates to higher mmr
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@SMitchell8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366617#Comment_3366617
Well if they saw the feedback in regards to certain killers and there playstyles, perhaps they might act upon them. If say Knight got ranked 2nd weakest to play and 2nd most boring, they could think about reworks and avoid making those mistakes in future chapters.
it is happening right now with all the skull merchant posts
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@HugTechLover said:
1) Being able to perform excellently on any killer.
2) Survivors who actually know how to counter blight. Far and few between but when I get one that purposely counters my power, I know they are skilled and it’s gonna be a fun one.
do you recommend any particular streamer on your first point?
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362371#Comment_3362371
Yes a rework done right, went from the worst map for killer to one of the most balanced in the game.
i agree with this...old map came down to three genning the middle of the map and two back gens most of the time even with good chases
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@NerfedFreddy said:
Survivors are weak and need to be buffed further. HUD icons feels like cosmetics change, killers are too much ahead and powercreep every update. A lot of survivors perks should be buffed in the way the did with windows and any means necessary.
what buffs do you feel survivors still need besideds perk changes?
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@BlightedDolphin said:
Winning a game by 12 hooking against a high MMR meta SWF as an addon less Hillbilly in an indoor map in less than 5 minutes without camping or tunnelling.
If anyone ever pulls this off I would consider them the most skilled player in the game.
are you sure it hasnt already happened?
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@Saiph said:
Trapper does not need a buff. He's already extremely obnoxious. People are just stuck with this myth that "Trapper is a weak M1 killer" because they blindly quote Otzdarva, but they don't realize that 1) Otz rates killers without add-ons, and 2) DH nerf was massive for Trapper.
Trapper is one of the most addon dependent killers. If you play him without addon he's weak as #########, but with his best add-ons he's an A-tier killer at least. So if they buff him they should nerf his strong add-ons first (iri stone especially), otherwise prepare for a rise in DCs.
i will point out that blight (arguably s tier) is strong as all hell withouth addons and even stronger with his most busted addons and hasnt been nerfed. not sure what the dc stats are vs him currently though
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359449#Comment_3359449
One build I saw in a video: Deadlock, Pop Goes the Weasel, Jolt, and Hex: Plaything.
The last sounds weird, but Static Blast can hit Oblivious survivors. The catch is it normally removes Oblivious in the process... unless you have something like Plaything keeping it on.
This video provides one solid build for each killer
For Legion: Corrupt Intervention, Deadlock, Pop Goes the Weasel, and Jolt
For Plague: Corrupt Intervention, Deadlock, Call of Brine, Eruption
In both builds, Corrupt and Deadlock are there to protect against early gen loss while you get people injured/sick.
Pop/Jolt is the video's go-to for M1 Killers like Legion because it turns every down into potential slowdown and offers more bang for your buck on gen kicks.
By the same token, CoB and Eruption are the typical choice for killers who can down with their powers (Plague, Billy, Blight, etc) because Eruption (even in its soon to be nerfed form) encourages getting downs with your power when possible while CoB is that same bang for your buck.
In general the video builds with one early game perk (Corrupt, Deadlock, Lethal Pursuer), two slowdowns (Pop/Jolt for M1s, CoB/Eruption for M2s, and Plaything/Pentimento for Killers like Pinhead or Pig, who force extra objectives on Survivors), and one "Power-Optimizing" perk, intended to work with your killer power.
That last sees the most variation. For instance it has Nowhere to Hide on Huntress, Billy, and Bubba, Deadlock on Legion and Plague, Dissolution on Wraith and Deathslinger, or the above mentioned Plaything on Doctor.
thanks for the ideas and the video much appreciated
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@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366538#Comment_3366538
DH still has no counterplay in tight loops. It's basically the same thing in a lot of cases. Some killers just get completely gutted by it (pyramid head). Now instead of them just gaining a few meters for dodging your super slow and predictable attack, they get an entire sprint burst. Trickster also losing all progress on his knives for a DH basically ruined the character because I still get lobbies with 3-4 DHs.
But similar to old DH, the strongest killers don't even care about it and just plow through extra health states. It's really the weaker killers who actually suffer
and these are the cases that help promote a variety of killers in the game. i dont mind using a lower tier killer every now and then but all it takes is an endurance hit on a ranged attack and go back to the s tier killers who can just plow through the health states easier.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366657#Comment_3366657
He didn't post the youtube video and the vod is too old to watch now unfortunately. One of the most intense games I have ever seen.
aww that sucks would have loved to have seen the gameplay
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366661#Comment_3366661
It was in July 2022, so with MMR, likely the same as we have now. (which basically takes into account player skill but still prioritizes queue times drastically over match balance)
good job then man that does take skill...so what ended your streaks?
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any buffs that can be discussed?
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@Laluzi said:
Kill rates certainly matter, and they're important data - they're just sometimes obfuscated by different factors.
So you need to stratify them with MMR, perks, and addons, and account for certain game trends like, say, a popularized strat most players don't know how to counter like Condemn slugging Sadako or 3-genning Knight, or an abnormal number of hook suicides against the unpopular killer of the month (Freddy, Legion, Knight, and Skull Merchant to name a few.) You also have to consider that certain killers have a high learning curve, like Nurse or Twins, because those kill rates will be skewed even in mid MMR by average/experienced killer players trying to pick them up.
But once that's accounted for, it's about the best data you'll get. Twins are in a very weird zone where a few highly dedicated players actually can skew their numbers because virtually nobody plays them (and virtually nobody knows how to play against them, either.)
yeah the twins are a fascinating case since they are the lowest picked killer (if i remember correctly next to nurse) and yet have a high kill rate
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@AverageKateMain said:
I guess top players of the game in tournaments. That's the only thing that is skillful since the rest of the game can be argued for a lack of skill
for me it depends on the format of the tournaments since they have some rules in place that are not seen in normal dbd (only 1 of any item or 1 of any perk on a survivor/killer cant use certain perks/addons for example)
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366636#Comment_3366636
Win streaks prove nothing, just that the matchmaking is a joke.
I had a 36-game win streak on Nurse, the first time I played her. (proof) Every game was a 4k, not a single hatch. I was a baby Nurse but the survivors that the game gave me were even more babies, so I ramped up faster than my MMR did and kept winning for 2 consecutive weeks. I ultimately lost a game then decided to stop playing Nurse cos I got bored. To this day, my killrate on Nurse is still 98.7% (154 kills / 156 total)
Getting winstreaks in any modern game with matchmaking should be basically impossible, but in DBD as killer it is easy if you tryhard. In fact when I posted this winstreak here, many people came to the thread and shared much longer winstreaks than me, someone had a 90+. We're talking random forum users not competitive players/streamers.
Equip 4 gen perks, don't pick Bubba or Billy, and tunnel the weakest survivor. Here's your winstreak.
was this with no mmr or the mmr system in place?
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@Sava18 said:
IMO a killer and a 4 man team fight for a 4 man out or a 4k is the most skillful and fun thing in this entire game. Well at least with blight. I really wish I could link this game lilith did like a year back where he waited until all gens were done to start playing with only shadowborne, it was a 25 min end game of pure back and fourth action. Both sides were playing out of their minds and the reason it lasted so long was an exponential in shack that if lillith chose to snuff would have let everyone escape.
is there a video anywhere of this match? i need to see this skill wow
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@calem said:
Probably win streaks. It takes a lot of skill and game knowledge to consistently escape/4k every game. As survivor doing escape streaks, you have to take into consideration your teammates and how they perform, their perks, YOUR perks, the different killers you'll be facing, trying not to be camped + tunnelled, the maps, the RNG tiles, etc. Same goes for killer. You have to win through all sorts of maps, layouts, survivors, their perks, SWF teams, items, etc.
Since we all know sometimes the game is just favoured to go either way sometimes, be it map RNG or just having a lucky perk build that perfectly suits the situation, etc. But I think the high escape/kill streaks prove that person is a skilful and knowledgeable player.
for the win streaks are you considering 4 survivor escapes or you personally escaping consistently?
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@Nazzzak said:
For me, it's the killers who one hook everyone first, then two hook, then start the sacrificing. To me, you'd have to have real confidence in your skills to pull that off. Especially as you knowingly run the risk of everyone escaping. So when I think of skilled killers, that's who comes to mind. The ones who can pull that off. For survivors, it's the ones that have learned every tile. Time is very important in these games, and good loopers make the most of it.
fair enough on both points especially if you are hooking that way in large maps or looping the killer on a smaller map for long periods
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@Pulsar said:
This really is a skill issue.
Anybody who thinks that new DH is better than old DH is trolling.
you dont think new dh is more powerful in certain cases than old dh? huntress/trickster/twins/pyramid head are worse off with the new dh
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359279#Comment_3359279
15 seconds aura reading on everyone allows plague to snowball super well if she has her corrupt purge active. Plus it might deter them from cleansing your pentimento totems
yeah i have started to run retribution more with the plague thanks for the tip
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@Yippiekiyah said:
Nightlight now has map statistics for anyone thats interested.
thanks very interested in that data
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@SMitchell8 said:
Would like to see them introduce a poll so that players can rate how good, bad, fun or boring a kilker is to play as/against.
you think that might turn into a popularity contest?
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@AmpersandUnderscore said:
If you're only using one primary metric then kills/escapes is the most important. It's also the statistic that balances both game mechanics and MMR at the same time, so balancing around something else could mean even worse matchmaking.
That said, I generally believe that there's no such thing as bad data. I would hope that BHVR has the stats available to track things like match length, number of gens completed, number of hooks, and loadouts (perks, items, add-ons). Even stats like chase length (which may or may not be available to them) can give a better idea of time to kill.
These can give context to a kill rate that might help for balancing, but shouldn't be the primary focus. For example, bubba and nemesis have the same kill rate (59% per September stats) but Nemi might have an average of 9 unique hooks per game, while bubba might be more like 7. But if there's a discrepancy in other stats it might give a clearer picture of where certain killers are struggling.
yeah those are good points...i saw some other people asking for hooks to be the prime data used instead of straight kills. Chase length might be available since the new skull merchant perk tracks the longest chased survivor
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@yauniqua said:
you're acting like youre getting tunneled and camped.
just bring stanklin's and lightborn and be quiet plz
if you are getting tunneled and camped that is a skill issue...looping really isnt that hard
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366545#Comment_3366545
I will happily admit new DH screws over most of the projectile killers. That I will 100% admit. Huntress, Trickster, Pyramid Head are all hard countered to a certain degree by DH. (Not Slinger though)
But as someone who mains mainly m1 killers, I really do not feel like I lose because of this perk anymore. Maybe I've just adapted to it, I don't know but I've got so many clips of survivors failing their DHs in my games it's hilarious.
that is what i am saying...both m1 killers and range killers are suffering now when before it was only m1 killers
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@Blueberry said:
If anything killers need an early game slow down…not to make it even worse.
the data still doesnt show that apparently
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@Zeidoktor said:
New thought: Hex builds.
Use any Hex(es) of your choice alongside Thrill of the Hunt. Guard them with drones, Thrill gives you time to make it to any Hexes in danger of cleansing.
@not_requested49 said:
Rancor, game Afoot, remember me, terminus, all with midwich offering
Don't even bother hooking and just place drones at both exit gates
i must try both of these out thanks
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@martinj97 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362604#Comment_3362604
Is it really that hard to implement a player preference setting?
Select matchmaking preference:
Prefer more closely matched opponent skill, at the cost of longer queue times
Prefer shorter queue times, at the cost of a potential mismatch in opponent skill
this right here is all i am asking for lol
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@Brokenbones said:
Please no
I know this is a contentious opinion but I don't actually mind the new DH that much
Old DH was the most frustrating thing for Killers to deal with and maybe to some the new DH is but not for me personally lmao
do you bait it out or use a 1 shot killer that dominates the perk?
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@not_Queef said:
I'd rather they just revert back to the pre-July 2017 version of Dead Hard.
When it didn't exist.
dont think that will happen, david king is to popular and a poster child of the game at this point
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@emetSdidnothingwrong said:
You know what, you're right, let me just throw on MYC and...oh WAIT. -_-
myc would still work if the unhooker is uninjured...i mean before the scream update on perks not sure how it is now
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@CamperSluggerVillain said:
no we can delete dead hard we ain't bring old dead hard back dead hard needs to go
that would alienate a good part of the player base
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@Rulebreaker said:
We would rather not.
Old dh was effectively a guarantee of everything going right at the push of a button. New dh there's a chance for the survivor to fail or the killer to out play (not counting scripts). We'd rather a small chance to get a down than a near 0 one.
Survivors also now have a chance not to be surprised down from noed or devour (the others listed already give some indication), which removes some fun factor, but is oh well. We bring this up because survivors that we have seen complained more about the surprise factor more than anything else (not entirely sure why).
the surprise factor is what made instadown perks more effective
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@DEMONANCE said:
you cannot fool me with this post Survivor main
i play both sides...i didnt pay to just play half a game