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SmokePotion

SmokePotion

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  • the nurse is better on pc, not because it's easier to point and click on a mouse and keyboard (it is, but a good killer on ps4 is a good killer.) But because of the Frame loss on ps4. The lag and such that is experienced makes killers that don't have a hard time keeping an eye on survivors tough to play.

    However, the best thing you can do, is predict where people are going to run, and blink there.

    I say this as someone that hit rank 1 killer on PS4 and rank 2 on PC last month.

  • no. They have their own game that the lawsuit stopped production of. Horror Inc will probably try to fix that..

    However the idea of getting Jason as a drowned boy from the original writer is a pretty exciting possibility.

    As for drowned boy's power: He'de be some kind of stealth killer.

    The slasher jason we loves power was tried out in the beta of the game, and removed. That power being the ability to crash through walls.

  • thing with dribbling is: you can't do it all that far.

    The other thing with dribbling: It eats up a lot of time

    I will dribble if it was a bad chase, and the hook is only a few steps away. Other then that, I'll slug them, and look for alruism, or gens.

  • @OGlilSPOOK20 said:
    With all the money being made from players buying cosmetics and dlc killers & survivors........ When in the hell are we getting Dedicated Servers? This damn game needs it BAD! Love this game but I'm getting tired of getting hit by the killer when they're like a mile away from me and when they go for a pick up I teleport back to the spot I ran away from.

    What you are saying will only get worse with dedicated servers. Vaulting will be more about who is closer to the server, then any skill. The way it works now isnt just fine, it's actually the best setup for the game. If you see the killer has ######### ping, you can just leave and find another, who will be green for you.

  • If there's going to be rank resets, there should be rewards for the season, or it feels like we didn't accomplish anything, and you are just removing our rank to make some sort of weird grind for replayability that lacks most of its pride.

    That being said....
    IM ABOUT TO ABSOLUTELY RUIN SOME SURVIVORS DAYS.

  • @Patrick99 said:
    Hi. I've been a Rank 1 Killer for a few days now and I've recently gotten both my Trapper and Doctor to Prestige 2 and my Hag to Prestige 1. With all of the new Perks and changes that have come out recently, I wanted to ask if anyone had any suggestions for good Perk Builds for any of the present Killers. Although I don't play all of the Killers since I'm not entirely good with some of them, here are the perks I'm currently considering running anyways.

    Trapper: Ruin, Whispers, Save the Best for Last and Brutal Strength.

    Wraith: BBQ and Chili, Franklin's Demise, Overcharge and Sloppy Butcher

    Hillbilly: Enduring, Ruin, Bitter Murmur and Iron Grasp

    Hag: Devour Hope, Overcharge, Monitor and Abuse and Nurse's Calling.

    Doctor: Distressing, Unnerving Presence, Coulrophobia and Overwhelming Presence.

    Huntress: Whispers, Nurse's Calling, Ruin and Make Your Choice

    Nurse: Nurse's Calling, Haunted Ground, Make Your Choice and Save the Best for Last

    Myers: Monitor and Abuse, Spirit Fury, Enduring and Overcharge

    Pig: Ruin, Remember Me, Sloppy Butcher and Nurse's Calling

    Leatherface: Ruin, BBQ and Chili, Monitor and Abuse and Iron Grasp

    Clown: Pop Goes the Weasel, Overcharge, Ruin and Dying Light

    Freddy: Bitter Murmur, NOED, Remember Me and Fire Up

    Spirit: BBQ and Chili, Enduring, Spirit Fury and Haunted Ground

    These are the Perk Builds that I thought might be good for each of the present Killers. Feel free to comment and add any changes that you'd like to make. It'd be a good help to see what you guys think. Thanks and see you in the fog!

    clown: Clown actually benefits from things that help him in chases. I stopped running Pop on him because they will usualy unhook before he can use it, and it's better to go where you know theres 2 survivors, then where you think there might be 1.

    What I'm currently running on him (at rank 3, so we are playing against the same ppl):

    Ruin, Enduring, Coulrophobia, And 1 perk that floats depending on the group. (ie: If I see flashlight,s I take lightborn, if I see a bunch of tool boxes, bitter murmur.or your choice of anti stealth)

    reason for these perks are as follows:

    Ruin: i used to hate on this but without it, survivors will do 2 gens by the time you finish your first hook. Games where it spawns next to a survivor, or in the open, sucks, sure. But most of the time you will get a couple hooks off it.

    Enduring: This is my DS counter. Reload bottles, throw one on the slug, pick them up, turn back to a wall, and wait. If they struggle, hook them, if they ds, they will be slow longer then your stun. Easy catch.

    Coulrophobia: At these ranks people will force heal slugs. Sometimes it's best to use a slug as bait to get other hooks. This is the perk that lets you do that. Also, survivors will try and heal in front of you to pressure you into bad plays. This lets you ignore that pressure. (not completely, but still)

  • @Wahara said:
    I run an aggressive hag. The trick is to flush people and out box them in on one area of the map and trap the escape routes. Don't tightly pack the generators with traps, that's predictable and obvious, loosely trap them unless you have a range add on. Her collision add-ons are suited to an aggressive play style, too.

    my aggressive play is different. I flush them off generators and then lazily follow their scratches, trapping pallets, windows, and to the side of run paths (so it pulls them to the side for a moment and slows them)

    then I leave, circle back, and attack from the same side. They will run the same path most times.

  • wraiths perks are useless. They are crutches for new players. Just look at them

    Predator: I haven't had a problem seeing scratch marks since my first week playing this game

    Bloodhound: Same with blood...Also Sloppy Butcher does it better, and I don't have to grind the wraith for it.

    Shadowborn: Arguably the only semi-useful perk. and even so, a field of view range isn't that useful. Kinda useful for 360's if you don't know how to deal with them, but it wont really help you see hiding survivors better, their hiding from the red stain, and this perk makes it bigger.

    The others are situational and useful for playstyles. They might not be the best perk in the world, but if you hate exit gates, remember me is an ok perk. so on and so on. Mostly those perks are "quick fixes" for gameplay issues. Issues that if you know how to avoid, you can avoid them, except on bad games.

  • @The_Crusader said:
    Oh look. The DBD forums filled with killer mains again who cry at the idea of any possible negative adjustment to a killer  :| I'm sure if I made a post asking to reduce survivors to 95% running speed though you'd be all for it. This is why I stopped posting here. It's just people who struggle with killer crying for them to be OP beasts and coming up with ideas for the devs to implement more instakills lmfao

    It is a 2 sided game you know. Survivors need to enjoy themselves too.

    @SmokePotion I'll respond to you first since you responded in a non-toxic way.

    The problem is the hags place at least 5 traps randomly around the hook. It's not just doorways/pallets, its completely surrounding the hook area so that no survivor could ever guess where they are. Maybe outside of a SWF.

    >

    Bad hags put a few around the hook (this is a huge waste of time) good ones trap your run paths and jungle gyms. Next time try crouching to the outer wall of the map and healing/ running there. MOST of us wont trap the outside wall. If you and the unhooker hold crouch while you are unhooked, you will be crouched when the animation ends,a nd the traps will not go off.

    Not sure if you knew that one. Also, if our teamate trips the trap, the trap looks at them, and that's where the hag will be looking when she tp's in. You can use this to shinobi away, around a real close tree. let your friend take a hit for you, you get healed up and go do a gen, let someone else lose a life unhooking, while you do gens.

    Hags tend to be tied up in the area around a hook. If you do the gens opposite of that, she is stuck kinda "Camping" cause she wont want to leave tp range.

    That said, if you are popping traps in her tp range, she has the ability to chase more then one person at a time.

  • @Master said:

    @SmokePotion said:
    On console it's not to hard. But how the hell do you look behind you when running on pc?

    You turn your mouse and run in another direction, exactly the same as you do on console.... :wink:

    a more accurate way of saying it "run backwards" lol

  • @Vietfox said:
    1- The key's price is almost the same amount of bps you get for escaping through the hatch.
    2- You can see what items survivors have in the lobby, if you don't like keys then use Franklins, but don't complain about it when u already got a way to counter it.
    3- Should we remove pink moris as well? They are able to provide easy 4K to low rank killers but they are used by high rank killers as well.

    1: More of my point. Survivors arent even getting points for it, so it's kinda a troll item.

    2: I don't have franklins. I don't own leatherface. Your telling me to spend 6 rl dollars for a bad mechanic fix. Also you're telling me to use a perk for something people 6 second change to. Which means i have to always use that perk, if I hjad it. A perk that's only useful in one situation.

    3:A pink Mori requires the killer to hunt you down, down you, get you to a hook, and then catch you again.
    The key requires you to push a button next to a hatch that you could have hid in a bush all game long to get.

    4: I said perks and ######### were completely beyond the point. The mechanic itself is heavilly flawed, and I was pointing out another way it was. Your arguements here did nothing except reinforce my own opinion.

  • @powerbats said:
    I've got like 50 across all my killers but i usually forget I have them like earlier when I was trying adept Freddy at red ranks 1-2. royal pain with tier I perks.

    I also forget to use them most of the time, lol. I will 4k and be like "well #########, that was a waist."

  • @Cetren said:
    Why use the moris are the easy games? Isn't that counter productive? 

    is fun counter productive?

  • As a hag/clown main on pc I will tell you how to do it.

    Avoid anything that looks like a doorway or window or pallet, when leaving the hook. If you can get to the outer edge of the map while crouching, you tend to be pretty safe. Sometimes I'll trap a T window out there, but usualy i'll trap in the directions of major obsticals and paths.

    This is for 2 reasons:

    1: i want to catch you or the unhooker

    2: if ya'll shinobi away, those traps can still be useful in another chase.

  • @akbays35 said:
    Hag is pretty good problem is that she is a defensive killer, you pretty much put traps around things you want to defend like totems, hooked survivors, generators. In many regards she is a camping killer, you do need detection perks like whispers and bbq to be effective with her.

    umm... Not really. I run Bitter Murmur sometimes, but have never needed to use whispers. BBQ is good on everyone, but again, not required for her. As i said, trap run paths. My perks tend to be game slowers, or counters. Ie: If I see them take flashlights, i take lightborn.

    She is good enough that you can play her with pretty much any perk combo you like. Space Coconut hates Ruin, and has his own perk setup he runs, to good effect in red ranks, i run a variety of setups in red ranks. She is one of only 2 killers I'de ever consider running 0 perks with.... Oh maybe I'll do that tonight.

  • figured it out. You move with your s key instead of your W, incase anyone else wants to know the asnwer.

  • @MojoTheFabulous said:
    I assume they move their mouse.

    that makes you turn the way you look.

  • @BingBongBoi said:
    SmokePotion said:

    @BingBongBoi said:

    TheHag said:

    Hey hey, So I recently hit red ranks (rank 1 and 2) as killer and I'm having quite a bit of trouble. ruin gets destroyed 2 seconds into the game, going through loops I can't really do anything about etc. The only time I am able to score a four-man is if the survivors are just plain brain-dead. I believe this is because I use mediocre killers like The Pig and The Doctor whose powers doesn't directly help in the chase, proving quite the challenge to catch competent survivors. And I don't really feel like playing S-Tier killers. Any tips for a scrub like me to improve my gameplay?
    

    Derank. Red ranks are MISERABLE, best ranks are 12 to 5

    eh.... Red ranks in games without SWF are pretty damn fun.

    4 red SWF who have all been rank 1 and don't care anymore... ugh.... That's where you get gen rushing and #########.

    Im at rank 2, haven't gotten a random in maybe 3 weeks, I've benn playing less because all I get is toxic 4 man swf who teabag at the exit gate and insta blind.

    Yeah i get you, I dodge anything bigger then a 2 man most days myself.

  • I wish the BP would stay this way forever. It's nice to be able to get the add-ons I need to run the killers I like at high levels.

    Ie: Ever run the doctor at a betterrank then 10, without an add-on? It's rough.

  • @BingBongBoi said:
    TheHag said:

    Hey hey, So I recently hit red ranks (rank 1 and 2) as killer and I'm having quite a bit of trouble. ruin gets destroyed 2 seconds into the game, going through loops I can't really do anything about etc. The only time I am able to score a four-man is if the survivors are just plain brain-dead. I believe this is because I use mediocre killers like The Pig and The Doctor whose powers doesn't directly help in the chase, proving quite the challenge to catch competent survivors. And I don't really feel like playing S-Tier killers. Any tips for a scrub like me to improve my gameplay?

    Derank. Red ranks are MISERABLE, best ranks are 12 to 5

    eh.... Red ranks in games without SWF are pretty damn fun.

    4 red SWF who have all been rank 1 and don't care anymore... ugh.... That's where you get gen rushing and #########.

  • Spirits counter: Calm Heart, and back tracking over spread out scratch marks./ knowing when to stop running and hide

    trapper counter: 1 guy on the team popping his traps and making him resort to being an M1 killer.

    These are kinda blanket statements, so they can't be true 100% of the time, clearly. But in general...

  • You don't stop what you are doing just because they triggered your trap. Unless you want to. It's one of those things you learn.

    A lot of times I trap run paths on the opposite side of the map that I will be working on. This tells me how the survivors are moving between gens, so i can set up chase traps later. it also tells me what gens they are working on.

    Never trap a gen past grey (maybe green?)ranks. Trap the paths leading to the gens. That's how you find out where they are going.

    Her game really takes off once she has a hook. Because she can now predict the direction you will be running from with 100% accuracy, because 2 people will have to start at the hook and run away from it. So when I down someone, i bring them to an area i have traps in run paths around, if i can, then go and trap the opposite side of every pallet and window.

    and this is my big reason why I say play the hag:

    Nothing is more fun then watching a survivor vault a pallet, trigger a trap, and then litteraly vault right back into your waiting arms.

  • This is a tip that works for all killers.: Survivors tend to 360 the same direction every time. This is because the action required to do the 360 dodge is awkward, and requires both of your hands to go opposite directions (wasd and the mouse) so the action takes a lot of practice and comes down to muscle memory.

    That means if you see how they like to 360, you can easilly hit them,and follow their sprint after, you can even make them sprint into corners.

  • @Aerys said:
    Even if they did change it the change makes sense, and unless you read every single patch note to make sure they didn't fix it as a bug I wouldn't say it was a "shadow nerf" or anything. Even if it was a "shadow bug fix" it'd be fine, but transparency is always good I agree.

    Some of us do read all the patch notes for the games we play. It's good to know how your favorite people in the game are changed, as it can require you to change your gameplay slightly (ie: I have to shock earlier now, and there are times i now know I cant count on the stun, that is a gameplay change)

  • @Master said:

    @SmokePotion said:
    Lately i've noticed that the doctors shock treatment isn't quite as reliable as it used to be.

    It seems like if the survivor starts the animation before the shock hits, they get to continue it.

    ie: Shocked as they are vaulting, and they continue to vault ( Vid here, it happens at a pallet but it happens with windows ect) https://www.youtube.com/watch?v=IhaXnG3rtzU

    Or when they go for an unhook. If you hit them before they start the animation, it prevents it, but if they start it, they get to finish.

    Was this intended?

    I have noticed this too. A few months ago you were able to shock the survivor during the vault animation and he was basically teleported back to the side where he started from. If you do the same now, the survivor will finish the animation.

    just another one of these shadow nerfs that were never mentioned in the patch notes :wink:

    SO i'm not crazy! Thank you for confirming!

    I wish they wouldn't shadow nerf. if it was a bug, just tell us.

  • it's a tossup between The Spirit and the Hag.

    But i got to give it to The Spirit, because they had to fix the hag before she was really fun.

  • @sacredflash said:
    Howdy, I'm new to these forums.

    So I enjoy playing Killer and I've been mainly playing Doctor but I'm starting to get bored of Doctor and wanting to give Billy a shot.

    I'm looking for any tips as to strategies and perks/addons to use with Billy. Keep in mind I don't have any of the DLC Killers however I have the shards to get either Spirit or Clown and I'm debating on getting one of them. I want to start branching out and trying more of the killers and I want to start with Billy.

    Thanks.

    everyone here has great tips, and here's another one.

    While charging up your chainsaw you move AT THE SAME SPEED as the survivor. That means you slow down a little when you pull it out, and as you charge.

    This means you close distance with your mallet out, and then charge your chainsaw when they are within striking range.

  • I use hag if I'm having a hard time (i don't have spirit on pc yet :( ). She can hold her own against a well organized SWF group, as long as they aren't an ANBU squad from the Hidden Leaf village. (Naruto reference. i'm sayiing that as long as they don't completely ninja you, you stand a damn good chance) Or straight gen rush with a guy with a rainbow map and another with a key. If they do that, just try to get your points. They aren't looking for a game, they just want to depip you. (something that happens more when they can only safety pip or are close enough that it doesn't matter: ie: rank 1)

    If you hit red ranks, you know the routes survivors liek to run, and how the game segments like to spawn. That means you have the knowledge to make the Hag work. Trap windows, drop downs, run paths, and hook escapes, and you will win a lot of games (and collect a lot of salt)

  • @Peanits said:
    To play Devil's Advocate here, what benefit would this bring to the table? (Not trying to knock the idea or anything.)

    For instance, wouldn't this just encourage survivors to run self-care more? And wouldn't survivors risking running around injured be beneficial to killers, making it easy to down them?

    And on that line of thought, isn't it already pretty practical to injure people and force them to heal between all of the healing speed/mangling perks available?

    While I can see the benefit of leaving a previously hooked survivor alive and going for another one (since their actions are slowed, and they are less effective), it would still end up being stronger to take them out of the game entirely, as that's basically like a 100% action speed penalty.

    I'm all ears, but I do think that things should stay as simple as possible unless there's a very good reason to change them. There's already plenty of little details to be concerned with as a new player, and I feel like this change would be another layer of confusion on top of that.

    I'm going to take this one at a time....

    1: They run self care more: Good, self care has a 50% heal penalty. If they are healing, they aren't doing generators. That means the game lasts longer then 4 minutes This is a VERY GOOD THING for killers.

    2: Forcing them to heal: Yes, that's the point.

    3: Tunneling: You don't always have a chance to tunnel, also, tunneling is complained about heavily by survivors. It's also silly to use this as a reason. "Hey we don't need to fix DS, you can just tunnel them"
    " hey we don't need to fix tunneling, you can just tunnel... oh.."

    4: As a new player, I thought being injured gave you a penalty. At first I thought it was to speed, cause that would make sense (but would be op) the OP's idea might have to heavy of numbers, but it makes sense. Many games have penalties for injury, so it's not a hard concept to wrap your brain around.

    I do hope they stop taking points away from killers for survivors healing also. Seems silly to me. If I am making them heal, I'm buying myself time to hunt.

  • Fun as hell, generally speaking.

    There's talks of an end game rework, and a DS rework, and if that happens, this game could go from pretty damn fun, to amazing.

  • @Aerys said:
    Well, I think it's fair enough that they get to finish the action as if you start to drop a pallet it makes sense it'd continue to fall from gravity, or if you're rushing through a window or over a pallet it makes sense that the moment would carry you through anyhow. I've been using it as a preventative, gotta hit them before they do it and capitalize on it then.

    It's meant as a preventative. but it used to be a bit more reliable it felt like.

  • @EntityDispleased said:

    @SmokePotion said:

    @Wolf74 said:

    @Blueberry said:
    I don't see how this ranking system is any better than what we had before.

    It better masks the inabilities of killer.
    Now killer can get a participation trophy if they had been unable to kill anybody.

    You also get participation trophies for killing people (or even lose rank, i actually safety pipped with a 2k last night, and you almost always lose rank if you only got 1k. the emblem system is very flawed.)

    edit: Also I'm pretty sure Adrenaline Rush automatically costs the killer emblem points, with nothing the killer can do, because it litterally autoheals.

    You also get punished for DS as well. No one managed to hop off my shoulder throughout the game except for the obsession. Not exactly complaining tbh because ranking up or black pipping as killer is extremely easy unless you're faced with a sweaty coordinated swf.

    Yeah it's not to hard to black pip. but it's still rather silly to take points from the killer for things like that.

  • @Peanits said:
    It's literally a thread made with the intent of being toxic and posting people's reactions.

    I really shouldn't have to say more.

    I don't know. I get those responses on games where I don't do anything wrong.

    In fact the sheer amount of hate you get for circling back to catch the unhooker is amazing. I didn't stand there, i walked away and turned back once the hook was half way through their life.

    Also, your new rule makes it seem like it's a horrible thing to camp under any reason. But most high ranked players admit that not camping once the gates are powered is just giving up a kill for free. Unless you have certain perks.

    Perks that survivors complain about an call no skill (but are needed because of perks like adrenaline rush, borrowed time, DS ect)

  • Tyde Tyme has one, just check his most recent vid.

  • @Wolf74 said:

    @Blueberry said:
    I don't see how this ranking system is any better than what we had before.

    It better masks the inabilities of killer.
    Now killer can get a participation trophy if they had been unable to kill anybody.

    You also get participation trophies for killing people (or even lose rank, i actually safety pipped with a 2k last night, and you almost always lose rank if you only got 1k. the emblem system is very flawed.)

    edit: Also I'm pretty sure Adrenaline Rush automatically costs the killer emblem points, with nothing the killer can do, because it litterally autoheals.

  • @not_Queen said:
    @Master We know the Community is eager to see the end game / DS changes. You say the ideas sound solid? We thought that too! That's why we went ahead and tested them. After testing, we realized the outcome wasn't what we were aiming for. What does that mean? Back to the drawing boad!

    These specific ideas might not have made it on the live game but many more ideas directly crafted by our Designers or inspired by Community feedback made it to the game.

    Think about Wraith changes, flashlight effect changes, pallet changes, HEX spawn modfications, vault changes, etc. Without the work we put in game balance, we wouldn't be where we are today.

    Some of that still needs work. Ie: Hex's still spawn next to survivor spawns. I can grit my teeth and bear my hex being in the open, if they don't immediately know where it is. But in about 1/3rd of my games, my hex is gone in under 2 minutes, because survivors spawn next to them, and gens, for that matter.
    I do love how you guys listen. But you shouldn't tout something as a success that the community agrees still needs a good bit of work.

    That being said, despite my occasional inept rage about things you guys are hopefully fixing. You guys do a good job, but like the OP kinda insinuated. i wish you guys were a bit more profesional with stuff.

    Like patch Notes being released with the patch. (or even before hand like many games do)

    Like typos that have been in the game since launch being cleaned up. (ie: doctors lore and dull key)

    Like having a Known Issue's area that stays updated so the same bugs aren't reported by the community daily, and we don't feel like you're ignoring them.

    Like the the boards that are supposed to be updated weekly, being updated (the last time a weekly q/a was posted was june, what's that telling new players when they come to your forums? To me it made me think the game might be dying. Either start doing them again, or remove the inactive board)

    I could probably come up with more, but there isn't a need. I've made my point pretty well. I absolutely love this game. And it's definately not dying, it's growing, and has numbers similar to some games with a healthy e-sports league.

    I think that's part of the issue. I bet ya'll didn't expect this to be this successful. :)

  • @not_Queen said:
    Feedback sent to the event team! :)

    I love that devs listen

  • @No_Cluie_Louis said:

    @SmokePotion said:

    @No_Cluie_Louis said:

    @SmokePotion said:

    @No_Cluie_Louis said:
    I'm sure i'm not the only person recently whose been having the following problems:

    1. (killer) Very long waiting times for high rank killers
    2. (killer) Being against survivors at a much higher skill level than yourself
    3. (survivor) Being on a team with survivors who are much worse than yourself
    4. (survivor) Being against a much worse killer than yourself, who has to face camp to secure a kill (not that that's his fault)

    Well the reason is the ranking system. The problem is that it's too easy to level up on both sides, meaning there is less of a difference in ranks between bad and good players. For example, a player that would usually be around rank 9, is now around rank 4, where as a player that would have been at rank 2, will now be at rank 1 as they can't go any higher. There would have been 7 ranks difference between them, but now there is only 3, meaning they're much more likely to end up in a game together. Essentially, there are now 10 ranks rather than 20, as barely anyone is is the much higher ranks. This means skill levels will be far less spread out, meaning bad killers are more likely to end up with good survivors and vice versa, as well as bad survivors ending up with good survivors. This is the main reason from problems 2, 3, and 4.

    However this isn't the only problem with this system. Though it's relatively easy for survivors, it's far easier for killers, to the point where the majority of killers are at the red ranks, whether they like it or not, and wether they belong there or not. This results in very bad killers ending up against very good survivors, being driven to face camping to be able to secure kills. It also leads to far longer que times, times for the majority of killers. They are all packed together at the higher ranks, and because of the way the ranking system works, they must wait for around 10 minutes to have lower rank survivors join their game (obviously this is also because of the many survivor nerfs too). Therefore the killers faster ranking than survivors is to be blamed for 1,2, and 4. The ranking system doesn't at all work, in fact the only thing it does is slow down que times for killers. The emblem system is a good concept, but it needs to be far harder for both sides to pip, but especially for killer.

    I kinda disagree.

    There is a reason you see high ranked people in middling rank games. That's because that survivor has been waiting for a long time to get a game.

    You actually contracted your own argument. first you said it's to easy to climb, then you said there's almost no one in the higher ranks. The second one is true. And the weird spread is coming from that fact, and the fact that if a survivor waits a while, they will be put into a lower ranked game.

    Here's what I mean: If you look at achievements, you can see that 2% of survivors reach rank 1, and 1% of killers reach rank 1. This shows that it is easier to reach rank 1 as a survivor (swf probably contributes to this). So at upper ranks there is a 2-1 prey to predator ratio. The survivors end up having to wait a long time for that odd killer, and get sent to lower ranked ques, so killers then have to wait for all of those games to end, to get survivors they can play against. This means everyone ends up waiting there maximum wait times.

    You are completely wrong as it's the complete opposite of what you said. Since the original changes to the emblem system, killer ranking has been the easiest thing in the world, with an essentially guaranteed pip or double pip. I didn't contradict my statement, as i said both are too easy, but killer is so easy that there are far more high rank killers than survivors at rank 1, resulting in longer que times for them. Also, i have no idea where you got that achievement data from, but think about it, there are 4 survivors on a team and 1 killer, meaning far more people play survivor than killer, so if anything it should be 4% of players have reached rank 1 survivor and 1% of players have reach reached rank 1 killer. You also said survivors wait longer to get a game, but that is simply not true. I don't know what rank you're in, but im assuming your around rank 12 survivor and rank 7 killer, as at middle ranks killers can find games much more easily due to there being a higher survivor to killer ratio there and as for survivor, killers find it so easy to rank up that there aren't enough low rank killers to play against. The way the ranking system is means low rank players find it harder to find survivor games and high rank players find it harder to find killer games, but most people are at higher ranks anyway

    Thank you for correcting me. I just checked the new values. and its 4% of survivors reach rank 1, and 2% of killers. The ratio still stands though,.

    Sorry for being a bit rude the first time, but i'm still saying just because you can see the number of players that reach ranks in different roles, doesn't mean you can see the percentage of killer mains / survivor mains that have reached rank 1. You have to remember there are roughly 4 times as many survivor players than killer players

    You can. It might not be exact like "currently 4% of survivors are rank 1" but you can see that only 4% of survivors reach rank one, ever. And only 5% (1% more) reach rank 5, that's red ranks. And only 3% of killers reach red ranks.

    It doesn't show the current population, but it does show that about twice as many survivors reach red ranks then killers. And it should be noted that just because a game uses 4 survivors, doesn't mean all of them pip in a game.

    I think the major problem with matchmaking is how it self delutes this already small pool, by putting red ranked survivors or killers into games with worse ranks. I think an obvious fix would be to do a +/- 1 rank color restriction. So reds would only play with purples, ect.

    This would keep people of relative skill level playing eachother, keep lobby times down to it's probable current levels. (i doubt it would improve lobby times, but I don't think it would negatively effect it by much)

    edit: Unless i'm missing the point and ou are arguing that just because someone has reached red ranks, doesn't mean they can again. I can't exactly argue against that. But i also think that someone on the board that's better with analyzing data then me could probably prove it.

  • @No_Cluie_Louis said:

    @SmokePotion said:

    @No_Cluie_Louis said:
    I'm sure i'm not the only person recently whose been having the following problems:

    1. (killer) Very long waiting times for high rank killers
    2. (killer) Being against survivors at a much higher skill level than yourself
    3. (survivor) Being on a team with survivors who are much worse than yourself
    4. (survivor) Being against a much worse killer than yourself, who has to face camp to secure a kill (not that that's his fault)

    Well the reason is the ranking system. The problem is that it's too easy to level up on both sides, meaning there is less of a difference in ranks between bad and good players. For example, a player that would usually be around rank 9, is now around rank 4, where as a player that would have been at rank 2, will now be at rank 1 as they can't go any higher. There would have been 7 ranks difference between them, but now there is only 3, meaning they're much more likely to end up in a game together. Essentially, there are now 10 ranks rather than 20, as barely anyone is is the much higher ranks. This means skill levels will be far less spread out, meaning bad killers are more likely to end up with good survivors and vice versa, as well as bad survivors ending up with good survivors. This is the main reason from problems 2, 3, and 4.

    However this isn't the only problem with this system. Though it's relatively easy for survivors, it's far easier for killers, to the point where the majority of killers are at the red ranks, whether they like it or not, and wether they belong there or not. This results in very bad killers ending up against very good survivors, being driven to face camping to be able to secure kills. It also leads to far longer que times, times for the majority of killers. They are all packed together at the higher ranks, and because of the way the ranking system works, they must wait for around 10 minutes to have lower rank survivors join their game (obviously this is also because of the many survivor nerfs too). Therefore the killers faster ranking than survivors is to be blamed for 1,2, and 4. The ranking system doesn't at all work, in fact the only thing it does is slow down que times for killers. The emblem system is a good concept, but it needs to be far harder for both sides to pip, but especially for killer.

    I kinda disagree.

    There is a reason you see high ranked people in middling rank games. That's because that survivor has been waiting for a long time to get a game.

    You actually contracted your own argument. first you said it's to easy to climb, then you said there's almost no one in the higher ranks. The second one is true. And the weird spread is coming from that fact, and the fact that if a survivor waits a while, they will be put into a lower ranked game.

    Here's what I mean: If you look at achievements, you can see that 2% of survivors reach rank 1, and 1% of killers reach rank 1. This shows that it is easier to reach rank 1 as a survivor (swf probably contributes to this). So at upper ranks there is a 2-1 prey to predator ratio. The survivors end up having to wait a long time for that odd killer, and get sent to lower ranked ques, so killers then have to wait for all of those games to end, to get survivors they can play against. This means everyone ends up waiting there maximum wait times.

    You are completely wrong as it's the complete opposite of what you said. Since the original changes to the emblem system, killer ranking has been the easiest thing in the world, with an essentially guaranteed pip or double pip. I didn't contradict my statement, as i said both are too easy, but killer is so easy that there are far more high rank killers than survivors at rank 1, resulting in longer que times for them. Also, i have no idea where you got that achievement data from, but think about it, there are 4 survivors on a team and 1 killer, meaning far more people play survivor than killer, so if anything it should be 4% of players have reached rank 1 survivor and 1% of players have reach reached rank 1 killer. You also said survivors wait longer to get a game, but that is simply not true. I don't know what rank you're in, but im assuming your around rank 12 survivor and rank 7 killer, as at middle ranks killers can find games much more easily due to there being a higher survivor to killer ratio there and as for survivor, killers find it so easy to rank up that there aren't enough low rank killers to play against. The way the ranking system is means low rank players find it harder to find survivor games and high rank players find it harder to find killer games, but most people are at higher ranks anyway

    Thank you for correcting me. I just checked the new values. and its 4% of survivors reach rank 1, and 2% of killers. The ratio still stands though,.

  • @TheHag said:
    Hey hey, So I recently hit red ranks (rank 1 and 2) as killer and I'm having quite a bit of trouble. ruin gets destroyed 2 seconds into the game, going through loops I can't really do anything about etc. The only time I am able to score a four-man is if the survivors are just plain brain-dead. I believe this is because I use mediocre killers like The Pig and The Doctor whose powers doesn't directly help in the chase, proving quite the challenge to catch competent survivors. And I don't really feel like playing S-Tier killers. Any tips for a scrub like me to improve my gameplay?

    Doctors power helps in the chase a LOT. Prevent vaults, unhooks, and everyhting else with a well timed shock. Add range to it to flush survivors from hiding spots. and getting people to madness 3 slows down gen rushing considerably, and you can do that just by walking around.

  • I'm by no means a top ranked survivor. But I do like This is Not Happening, mixed with a basic toolbox. The toolbox makes you get more skillchecks, and the perk makes hitting the great check super easy. So you end up rushing the gen.

    Take with No mither to never have to see the killer, but it's just as easy to distract the killer, escape, and not get healed.

  • @No_Cluie_Louis said:
    I'm sure i'm not the only person recently whose been having the following problems:

    1. (killer) Very long waiting times for high rank killers
    2. (killer) Being against survivors at a much higher skill level than yourself
    3. (survivor) Being on a team with survivors who are much worse than yourself
    4. (survivor) Being against a much worse killer than yourself, who has to face camp to secure a kill (not that that's his fault)

    Well the reason is the ranking system. The problem is that it's too easy to level up on both sides, meaning there is less of a difference in ranks between bad and good players. For example, a player that would usually be around rank 9, is now around rank 4, where as a player that would have been at rank 2, will now be at rank 1 as they can't go any higher. There would have been 7 ranks difference between them, but now there is only 3, meaning they're much more likely to end up in a game together. Essentially, there are now 10 ranks rather than 20, as barely anyone is is the much higher ranks. This means skill levels will be far less spread out, meaning bad killers are more likely to end up with good survivors and vice versa, as well as bad survivors ending up with good survivors. This is the main reason from problems 2, 3, and 4.

    However this isn't the only problem with this system. Though it's relatively easy for survivors, it's far easier for killers, to the point where the majority of killers are at the red ranks, whether they like it or not, and wether they belong there or not. This results in very bad killers ending up against very good survivors, being driven to face camping to be able to secure kills. It also leads to far longer que times, times for the majority of killers. They are all packed together at the higher ranks, and because of the way the ranking system works, they must wait for around 10 minutes to have lower rank survivors join their game (obviously this is also because of the many survivor nerfs too). Therefore the killers faster ranking than survivors is to be blamed for 1,2, and 4. The ranking system doesn't at all work, in fact the only thing it does is slow down que times for killers. The emblem system is a good concept, but it needs to be far harder for both sides to pip, but especially for killer.

    I kinda disagree.

    There is a reason you see high ranked people in middling rank games. That's because that survivor has been waiting for a long time to get a game.

    You actually contracted your own argument. first you said it's to easy to climb, then you said there's almost no one in the higher ranks. The second one is true. And the weird spread is coming from that fact, and the fact that if a survivor waits a while, they will be put into a lower ranked game.

    Here's what I mean: If you look at achievements, you can see that 2% of survivors reach rank 1, and 1% of killers reach rank 1. This shows that it is easier to reach rank 1 as a survivor (swf probably contributes to this). So at upper ranks there is a 2-1 prey to predator ratio. The survivors end up having to wait a long time for that odd killer, and get sent to lower ranked ques, so killers then have to wait for all of those games to end, to get survivors they can play against. This means everyone ends up waiting there maximum wait times.

  • @Master said:

    @Damarus said:

    @alivebydeadight said:
    DS needs a rework and NOED is easily countered, NOED does not need to be removed your just salty about the perk, DS needs a rework because its a get out of jail free card

    As much as DS is easily countered, and just as much as NOED is a hook someone for free card ;)

    How do you counter ds though?

    Pay attention to the chase and put them down within dribbling range of a hook.

    Pick them up and turn backwards so your back faces a corner. They always jump off the back, this means they have to waste 2 seconds of a 3 second stun passing you. if you have enduring the chase wont last but a few seconds, and if you're the clown and they had to run through your smoke after the ds, you probably already got them.

    Slug them. (this works great, as you don't get a camping penalty and can freely smack the altruistic people) Keep in mind it doesn't take long to pick someone up, once they fill there "help me" meter up. So plan for a circle back to reslug.

    I do think DS should be changed though, its kind of to good, with no real alternatives to replace it. Even if you are building for stealth, altruism, or objectives, theres no reason not to put DS in your kit.

    As opposed to NOED. If i'm playing someone where I don't expect them to get to the gates or doesn't have great end game presence, I'll skip this for more map pressure perks.
    It should also be noted that good survivors pay attention to dull totems, and the moment someone is one hit when the gates get powered, they go check them. NOED might give you one hook against high rank players, it's up to the killer to turn that one hook into a good end game.

  • @SadonicShadow said:
    When on play Nurse Lerys Memorial Institute makes me want to cry. I will take Rotten Fields all day every day if it meant i didn't have to play Lerys as Nurse. When playing killer in general i hate Badham Preschool the most.

    I actually hate the meat plant as the nurse, because i constantly blink to the floor below my target.

  • @Khalednazari said:
    The Swamp. Even though it's size is reduced, it still feels big. The gens are really spread out. 

    Swamp is bad, because of all the elevated gens, imho.

    But my least favorite is the Father Campbells Chapel.

    Not because of how it plays. it plays pretty good actually. But because of what it could of been.

    Every time I go tho that lame little clown caravan i think "this could have been a twisted state fair, or something unique, not another nurse map.

  • @redsopine1 said:
    That would be fun I was forced to dc a match because even after they had both gates open all they did was break every single hook for no reason besides being dicks ao the killer cant even try to score a kill

    slug them, drop them next to the first saboed hook, shake your head at them till it comes back.

  • I find that survivors, for some reason, think that the killer is supposed to get the hook, aka "score" then immediately walk away to allow the survivors to unhook, heal, and try again, where he then tries to get another "point" by hooking.

    That's not how the game is played. i don't even think that game would be fun. If you do stupid stuff, i will take advantage of it as the killer. It's that simple. As the OP said, if you have 2 people do gens while 1 unhooks, it's guaranteed you get 2 gens while the unhook/rechase goes on. When you send 2 or even 3 to the hook, you risk losing the game.

  • @Vert3x said:
    Tunneling and camping have always been debated but they start deserving a little more attention now that survivors got nerfed in everything and that we would be given limits even in taking a #########.

    It's time to give some importance to the harsh experiences that survivors have in this game as well as it's been given to those that the killer had, and one of these is to deal with tunnelers and campers; not one good killer main needs that, many of them disagree with that play style and it's in general really unfair and unfun.

    Not once you could say that it's fun to get camped or tunneled, and you don't want the game to be unfun for neither one of the sides, don't you, Behav10ur?

    Survivors used to be hard to be gotten on their first hook, so, to a limited extent, camping was even justifiable; but now being hooked is something that has to happen by force at least once during your game unless you're playing immersed or the killer is playing his first game on Dead by Daylight, and thus the killers shouldn't be granted the possibility to play unfair against you in the moments when you're most vulnerable and when you can't do anything at all.

    If I was to play with a Survive With Friends team, not only I would have an easier chance with some teamplay to escape the tunneling/camping, but I'd also understand why the killer would do that, because he's having a hard time too in doing anything against us and he might be inexperienced and feel the necessity to play somewhat unfair.

    But now we're coming down to the point why I'm writing this post: I can't conceive dying to this unfair play style when I'm playing solo, I'm not using any "crutch" perk or addon and I'm not teasing the killer in any way at all. This just can't happen and be all normal, especially if I'm on rank 1, killers that play like scumbags shouldn't reach any rank higher than 15, and that's it.

    Do you want this not to be bannable? Don't make it bannable, it's fine, but prevent it to the fullest from happening, give the killer some huge debuffs if he tries to hit the just unhooked survivor as well as giving no damage to the survivor himself, freeze him if he stands around the hook for too long, don't let this ######### happen anymore, these are just ideas:
    it's the end of 2018 and if there's one toxic and lame strategy (which you bhvr guys loved to call "legitimate" and "valid") that ruined the game since its beginning and that probably caused many players to quit it from the gold time that it had in 2016, that is the killer sitting around your hook once he's done catching you with you not having half a chance to escape from that.

    It's just time to either provide any valid motivation (not as valid as you claim that camping is as a strategy, since it isn't) why you wouldn't want to touch this in any direct way, or to actually abruptly apply some drastic changes to the hook context.

    Now, I did vent some anger in this post since I'm really tired of dealing with this and even though I've got 1200hrs in the game I'm disabled from doing anything against it, but I really am convinced about what I said here, those are just 100% no-fun strategies, you don't want to keep them in the game, not one decent person in the community is glad of it being a thing, some just take it but nobody would disagree with it being gotten rid of.

    What excactly are you calling camping? As a Killer i've been called camper, a lot, for circling back about 1 minute 30 seconds later to catch the unhook attempt. I've been called a camper for trapping out the escape from the hook as the hag. Coming back to the hook is not camping. Patroling the area cause we are pretty sure there is a survivor near, is not camping., chilling near the hook because I legitly see someone running at the hook like an idiot, also not camping.

    As for tunneling. Tunneling happens for 3 reasons mostly

    1: You have a flashlight or Key. You've made yourself a target here. For a very obvious reason.

    2 Your survivor buddies are Blue Falcons, and go for bad unhooks. (especially witgout borrowed time)

    3: You are making really bad choices post hook. Ie: Running into my hag trap, Literally running into me, ect.

  • @MegaWaffle said:

    @SmokePotion said:
    Boil over is weird. if the killer strafes as he walks, the wiggling effect a survivor gives is minimal. And since movement on pc is done by WASD, killers tend to use strafing as they move, so the effect doesn't do much.

    On console where you are using twin stick, this perk is noticably stronger. Boilover has 100% stopped me in my tracks for about a second, to 1.5 seconds as a killer on console.

    The hiding the hook part though...Kinda useless. If the hook is close, i know where it is, and if it isn't, I can see it's aura till its close, and by then i know all the info I need.

    So i don't think boil over needs buffed. i think they need to look at movement controls. As the perk seems to work as intended on consoles.

    edit: On second thought, this could also be working better on console because if you go HAM on that stick, that bar will fill pretty fast, and this "extra pork" might be what's giving the perk it's umph?

    On console if you just walk at an angle you can ignore a lot of the swaying back and forth. Not every perk needs to be "buffed" or top tier. Sometimes its good to have middle of the road and gimmick perks too.

    Yes, strafing does take a lot of the oomf out of it, but i do notice that it's easier for people to make use of the perk on console, so I'm thinking it's people going ham on that stick

  • on one and, I love the idea, and thought of it myself.

    On the other hand, that means that I, as a killer main, could get my favorite killers up to rank 1, and keep a few at the lower levels just to stomp on people I shouldn't play against.

    But on the third hand (we all got three right?) People already derank. Why make it easier?

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