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StarLost

StarLost

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  • @Veinslay said:

    I'm midwest U.S. for reference.

    I think that a lot of killer players avoid playing killer on Friday and Saturday nights because it's considered SWF central and they don't want to play against SWF. We know that the developers have said that the matchmaking system throws out the MMR when queue times get too long. I've been playing during prime hours this weekend, and the amount of survivors are way outnumbering the killers, so the matchmaking is just like the old system. I only had one comp squad where everyone was meta and everyone could loop. I got two hooks with Wraith. Every other game has either been close or I've been mopping the survivors because they clearly are new or aren't very good. Like running in a straight line past a god loop bad. I've even managed multiple 4ks with Deathslinger cause the survivors just run in a straight line. I'm playing against the hardcore sweats way more often during the off peak hours. Anyone else feel this has been their experience? It's nice having some close and then super chill matches more often than the comp squad 4 DS/BT/DH/Boon 2 - 3 hook extravaganza

    It...depends.

    Weekday mornings are always the rough Spanish, Chinese or Russian SWFs, but the former two are at least polite and aren't going to stall the game out or be jerks.

    Weekday nights are usually where I get my better matches.

    Weekend days tend to be a lot of newbies and lowbies, and weekend nights are an absolute crapshoot.

  • @Shaped said:

    Taking a break from this game always helped me to enjoy it again when I come back to it.

    Yeah I'm sure I'll be back (I do really love this game, while also hating it at times)...just need to get some distance for a bit. Too many nasty groups right now and too much MMR weirdness making it worse.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678348#Comment_2678348

    Oh yeah, MW5 got an expansion, right? This is the one that gives a non-story campaign so you can just go around being a merc band?

    Though I really want a Clan expansion as always; what's the point of a MW game if you don't have at least Clan stuff, if not absurd stuff like the Long Tom (I know mods add them but eeeh)

    ... nobody's really gone to other horror games, huh?

    Yeah everyone wants Clans.

    No, it's another DLC, sort of a mini campaign within the open world and a ton of new mech variants.

    I'm guessing the modding scene has also worked wonders since I last played it (Battletech fans tend to meticulously add everything from the lore that a base game lacks even if they have to hack it in somehow).

  • I've got...so many games on my backlist now.

    Guardians

    Stardew Valley (promised the wife I'd try it)

    The Riftbreaker (my GOTY thus far)

    The Mass Effect remastered stuff

    Satisfactory

    The new Mechwarrior 5 expansion


    That should comfortably take me up until Lost Ark get's it's western release next year.

  • @RainehDaze said:

    Honestly, the limericks are impressive, even if some of them don't fit the rhythm properly.

    Lol, it was just a quicky. Most of them have the correct flow, if you futz with the intonation slightly.

  • @Oranji said:

    https://us.v-cdn.net/6030815/uploads/S0VIHCQYJJ56/23mmr-png.png

    Yes my Deathslinger mmr is pretty bad becasue i hate shooter and im so freaking bad :D but this cant be real.. 4 new players vs someone with almost 1k. you think they will play again? Maybe.. but not if this happens on every freaking match

    @xEmoGirlxAlexisx said:

    My Games are very weird Today i always gets Matches whit Players who arent good or are kinda new whit Killers i play alot 🤷‍♀️ i mean im Happy to finally have some relaxing matches as Killer

    I think I know the answer to this riddle.

    • First weekend of free Epic promotion.
    • An enormous amount of new survivors and not enough killers.
    • The MMR problem happens in reverse, and now it's good killers being paired against newbies.
  • @ThanksForDaily said:

    From being exhausted on the ground, DH actually working.

    You didn't deserve the hit in the first place.

    See: here's the issue.

    DH had it's quirks but was still the most meta of meta picks. It was crazy strong and it's now a defacto third health state on a 40 second cooldown.

    Shifting the validation 'risks' from survivor to killer here had the net result of a significant buff to a perk that was already top tier. Add in the endless 'fake hits' and the ability to eat killer powers/glitch some of them out...yeah.

    When you see 1 perk on literally every survivor from low-intermediate all the way to top MMRs, that perk is probably unhealthy.

    When something is so strong that not using it is playing the game wrong, either it needs to be nerfed or made baseline and the entire game adjusted to compensate.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677200#Comment_2677200

    What is her counterplay? I'm not being snarky, I would genuinely like to know. Right now, I hate her in both the looks and gameplay department. However, if she actually has actionable counterplay that isn't just holding W, then maybe I'll at least tolerate facing her.

    A few tricks:

    • Her biggest weakness is stairs. Change your elevation rapidly and her crows are useless.
    • Repel swarms ASAP. Too many people let these linger, giving me chances for damage.
    • If you see her plant a crow at a loop, move to the next loop. She slows down considerably when doing so.
    • Treat her like you would a Huntress. Bait her shots, be careful looping her and juke her shots in the open.
    • If you eat a long distance crow, expect a visit from her soon.
    • Predrop pallets and don't try close-range mindgames with her unless you are very confident.
    • When unhooking someone, make sure to watch out for incoming crow barrages - bodyblock them if need be.
    • Try to avoid staying injured for too long.
    • She can take a long time in chase, despite her decent 1v1 do gens while she chases someone else.
  • @ShadowNurseZFX said:

    what do you think? does she need no changes, nerfs, buffs? what do you guys think. Personally, i think shes perfect but could use a little buff

    • She's strong. A tier (which is where all killers should be balanced towards imho) but not OP. There is tons of counterplay.
    • She's fun and has a lot of little tricks and options.
    • Her purple and iri addons need a pass, they are either boring or useless.
    • She is a bit clunky, due to the constant hitches - reminding me of pre rework Plague. A bit of a QOL adjustment would be nice.
    • It feels like swarms should last maybe a second or so longer, as she really depends on a pair of addons to work 'properly'.
  • @WishIcouldmain said:

    Killer side: I refuse to run NOED. It’s a dumb design in my opinion you run and get huge power for doing nothing really. You eq

    Survivor side: Dead Hard. Once again dumb design. You’re able to erase your mistake by the push of a button with the measly requirement of your injured. And with how validation works now. It literally does more then it’s suppose to.

    Ruin - it's just unreliable. It either wins me the game on it's own, or vanishes within the first minute of the game. I prefer stuff like PR, Pop or Surge as these are a lot more consistent.

    NOED - it's too much of a gimmick.

  • @SwampDaddy said:

    Can someone please explain to me why people think this is okay? Like, how does someone literally get any enjoyment out of repeatedly blinding a killer or tea-bagging by rapidly clicking a flashlight when you're standing one step toward exiting? Personally, I don't have it in me to be so taunting and obnoxiously toxic. Have fun, I get it. But this behavior can be likened to walking up to someone who just fell, sticking a finger right up to their nose, and laughing.

    It's the internet. I get it. I guess I will just never understand why people find it so easy to be such jerks. I honestly commend the good players out there in their high red rank levels, but a good player to me doesn't behave like that. I don't care how good at the game you are, nothing will ever excuse toxic behavior. Some people just aren't as good at the game as others, there is no reason to spit in their face because of it.

    It's worse when you are even slightly photosensitive - as I am. Enough strobing and I have to go and lie in a dark room for a while until my head stops ringing.

  • @DBD_Pinhead said:

    Seeing as they'll NEVER fix hex totems, they decide to give survs yet another broken perk to abuse. Why can't killers rebuild their totems when they only have 4 perks vs. 16? Oh wait, they hate half their base. Why keep totem spawns so obviously surv sided? Oh yeah, hating the base. No wonder killers are dropping like flies the real agent of the Entity are the meat skins riding multiple broken systems...

    Eh.

    I don't think it's a matter of 'hating killers', and more a matter of hubris (like the insta flashlight stuns). They love the idea and are resistant to changing it, despite the balance issues it creates.

    At the very least, snuffing a totem should destroy that totem.

    Boons will almost certainly be adjusted eventually, much like OoO and DS were eventually adjusted.

    I don't think some folks actually play much killer.

    If it takes 14 seconds to erect a boon and 10 seconds to find and snuff it, survivors are already ahead of the game even if they got zero utility out of the boon. Killer time is absolutely at a premium, and there are 4 survivors to one killer.

    A single perk slot giving an entire team self care and sprint burst, combined with how aggressively CoH stacks with other healing perks is just unhealthy for this game and needs adjusting.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/298150/banned-for-lost-connection

    I feel for you. It sucks. I've been banned for up to 72-hours. The ban penalty is too strict. I play a lot of matches in a short amount of time and just a few disconnects can add up shortly, not a lot as some may otherwise think. If someone rage quits ever five matches, but only plays those matches two days of the week well then of course they're going to have the whole week for their penalty to cool down. I'm sorry you got banned. I wish the penalty wasn't like this.

    I recall your thread, and yeah - if it's how you say it was, then that sucks.

    However, the system needs to be like this because DCs ruin matches and are still too common.

    It's not about how much you play. It's about how many matches you finish relative to matches you DC in.

  • @FlameGNG said:

    just let us suicide like cmon bro problem solved, PeOpLe ArE gOnNa TrOlL wItH iT... It isnt a huge problem but its a big waste of time to loop the ######### out of a killer and clap them then they decide to let u bleed out i mean sure i can watch youtube but like bruv get a life...

    i mean honestly nothing more satisfying then dying to noed at end and just have ur body camped for 4 mins <3

    I've literally seen a killer do this twice in my entire experience.

    Once was a survivor abusing the pseudo-infinite on Haddonfield to loop a killer for ages with no way to catch up.

    Once was a clicky clicky teabag teabag type.

    It's no different than survivors sitting in the exit gates teabagging, and a lot less common.

  • I've seen it twice (once was a complete failure, likely thanks to my bonkers fast connection) but you'll see it a fair amount on high MMR streamers that play killer. Otz seems to run into it once or twice a day.


  • @RoachesDelight said:

    Putting strength and the ability to 4k all the time aside. Which killer do you have the most fun playing as in terms of their abilities and such things. For me I'm currently having the most fun with Plague and jump scare Myers. Plague because it's fun to launch your vomit over walls and have it rain down on unsuspecting survivors on gens. Myers because I love when you come out of nowhere and you can see someone get jump scared by their survivor movement.

    I have...honestly 6 mains right now. In order:

    Hag - my #1 favorite killer and a perfect mix of powerful and fun. No weak maps, endless skillcap, and she's small enough that she can do all sorts of sneaky things. She's one addon pass and BP rewards number tuning away from perfection.

    Demogorgon - Great addons (mostly), a combination of stealth, information and mobility that appeals to me. He struggles versus good survivors (shreds are too easy to juke) but has so many little tricks to master and nothing compares to the feeling of popping out of a portal and grabbing someone off a gen.

    Plague - The queen of 'A' tier. Powerful, consistent and fluid. Her rework was brilliant and honestly she's almost perfect right now. Her addons are so well designed that they offer 3 different playstyles depending on which ones you pick. If it wasn't for her terrible BP gains, she'd be my second favorite.

    Artist - Amazingly fun, I love her visuals and audio design. While she's not as strong as everyone makes her out to be, she's got a decent kit and a lot of chances to outplay or be outplayed. Her addons, especially her purples and iris are either boring or crap though and she can feel really clunky due to the constant hitches.

    Doctor - One of the first killers I bought (Grave Encounters is one of my all time favorite 'guilty pleasure' horror flicks) and he remains very enjoyable. His 'madness' mechanic is totally unique and enables all sorts of funky builds. If it wasn't for his shocks having such dumb, unfair validation issues and so many completely useless addons I'd play him even more. BP farmer supreme.

    Cenobite - I mained him for a long time, and with addons he was a force to be reckoned with. Without addons he's...mediocre though and the nerfs went a bit overboard. Still enjoyable - chains are great in open spaces and once you get a feel for them you can do all sorts of shenanigans (my favorite trick shot was a chain I sent through shack door, out shack window and hitting the survivor behind me). Plus Hellraiser is among my favorite franchises.

    Honorable mentions:

    Pig - With a smaller terror radius and a proper rework (her addons are either terrible or cheesy and many just need to be baked in baseline) she'd be decent. Currently just a meme though.

    Pyramid Head - His 'cages' need to work with BBQ and he needs a total addon rework, but otherwise he's a lot of fun.

    Ghostface - Really looking forward to his rework.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676982#Comment_2676982

    What is a switcher? and how is someone using no mither unhookable? what

    Without going into too many details, it's a sort of hack (kinda) that futzes with your connection on demand. When the killer tries to pick you up, they will essentially freeze in place for a few seconds and you'll still be on the ground. You can also do it when they try to hook you.

    Usually the answer to people like this would be just to leave them slugged to bleed out, but if they have No Mither they can just pick themselves up endlessly, which means they can often hold the match hostage until the killer gives up and just lets them win/DCs.

  • @Solisd1 said:

    Its not fair every time its a glitch or a lostconnection i get banned for almost a half hour!!

    The DC penalty in this game is so ridiculously lenient (honestly...too lenient - I still get 1 rage DC every 5 games minimum) that you'd have to be DCing a lot to get a penalty like that.

    I very occasionally have to DC (people holding game hostage) and have never even seen a 1 second penalty.

    From my understanding, you have to play a certain number of matches without DCing for the penalty to go down.

    If you aren't doing it deliberately then yes - I understand that it's frustrating. But it's not fair for everyone else if you continue to DC every match, as you are spoiling the game for 4 other people.

    You'll have to fix your internet.

  • @Marigoria said:

    I've been using the perk for 2 days because I wanted to spice things up a bit, and have noticed that I get hit on hook, nodded at and even facecamped way more than I did when I wasn't running it.

    I do not teabag or point or whatever.

    Has anyone had the same experience?

    It has a negative association now as it's used by a lot of hackers and switchers.

    Switchers especially - as being unhookable + perma Unbreakable is basically immortality.

  • @Pulsar said:

    We have no idea what BHVR is doing about hackers.

    Except making the game free for a week on the Epic Games Store...

    I definitely run into...suspicious people sometimes but that might just be because I've got my feelers out now.

    I see too many on streams though. Way too many.

    The No Mither + lag switching is by far the most annoying though.

  • @ChampagnePapi said:

    I feel some sort of nerf coming to this killer because I know survivors finna complain about this killer.

    Yup.

    She's probably the first proper, high skill cap 'A' tier killer since Blight - so I doubt she'll remain decent for long.

  • @jesterkind said:

    Plenty of people have pointed out how big the map is. Even more have pointed out that it's only really average size compared to the other maps.

    Truthfully, I don't think the map is that bad. It'll be rough for some killers, but the actual design of it is more engaging than something like Red Forest. Its walls seem fine, depending on what you want from those areas- some killers want survivors to take the vault so they're animation locked, others would rather get around the vault... they're not amazing but they're not horrendous either.

    The main issue is just how safe the central tower is. 1 guarenteed god pallet, tons of safe loops.

  • @DemonDaddy said:

    Considering everyone seems to be running the meta despite it.

    I have always thought that there was value in the aspect of grinding itself. Just seems like it's a great contributer to build variety as early on it forces players to add something to their build that would otherwise be immediately replaced.

    For all the threads I've seen on the subject, I think it's odd that at any level of mmr it's the same repeating meta with maybe a 1/8 variable. But I get why it's always the same, so many imbalances that certain builds help the gap for killers and survivors like their safety nets.

    Personally I would kind of like it if perk selection capped at lvl 50 and earning all perks wasn't possible until the characters are p3. We would all get more build variety while players burned up offerings and addons before a prestige.

    I think my brain might explode.

    The grind is one of the absolutely worst things about this game. A bit of grind is one thing. Pouring almost 4m BP into a killer without unlocking the one perk I wanted is tooth-grindingly annoying.

  • @BenSanderson55 said:

    My definition of "toxic"

    Survivors: Loops well, can flashlight save easily, saboing/bodyblocking hooks

    Loops well: requires intimate knowledge of pallet spawns, distances, killers reach, killers power, optimal pathing, experience, etc HARD

    Flashlight save: awareness, timing, aiming, experience MEDIUM/HARD

    saboing/bodyblocking: awareness, distances EASY

    Killers: Tunneling, camping, slug

    chase the same person, stand still or walk around general area of hook EASY

    avoid bt/ds go after unhooker or just wait out bt/ds, continue tunneling same person, camp again EASY/MEDIUM

    leave person on the ground less than a min (only if unbreakable) EASY

    With that said killer still stresses me out more than survivor so I understand why camping and tunneling is done and in some situation is ACTUALLY strategic but not usually. SWFs can counter this easily, soloq usually not. I play soloq mostly.

    This is also not to complain about camping and tunneling in general, just to point out that IMO its much easier to camp and tunnel than to say loop the killer for several gens or even flashlight save a few times.

    all just my opinion and I've only played a year not 5 so I'm prolly wrong aout some stuff or leaving stuff out.

    You and I have...very different definitions of toxic.

    What you are describing is just playing the game properly, with the exception of facecamping.

    Facecamping...sucks, but Bubba and a few other killers currently are nearly useless without it.

    What I'd consider to be toxic:

    Survivor

    • Refusing to complete the final gen and just stalling the game out with endless sabos, body blocks and hide and seek.
    • Teabagging in the exit gates.
    • Gloating.
    • Abusing pseudo-infinites or areas where you can't be hooked.
    • Flicky flicky games to mess up photosensitive players.
    • Taunting the killer from the exit gates, then denying them a hit.
    • Specific map offerings with further hook offerings.
    • Deliberate sandbagging/farming other survivors.
    • DCing on purpose.

    Killer

    • Hitting survivors on the hook (aside from an initial hit to cut the scream off).
    • Bodyblocking and going AFK to wall someone into a room.
    • Teabagging.
    • Slugging without a good reason.
    • Facecamping outside of EOGC. Bubba gets a pass though, because he's sort of built around it.
    • Stalling the game out and refusing to hook, but also denying gen progress.

    Not toxic:

    • Tunneling.
    • Proxy camping.
    • Not letting people heal.
    • Chasing people away from boxes on Pig.
    • Not giving people unhooks.
    • Not giving people hatch.


  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674502#Comment_2674502

    Oh I absolutely love the Artist too. I’ve played a ton of games as her since Tuesday and she’s definitely number 2 below Spirit.

    She's good! I'm working on learning her, but I find that she struggles on maps with a lot of verticality and if you fall behind with her, she isn't great at making comebacks.

  • @Mandy said:

    First of all nobody would be banned for Camping - that's not something that's even reportable, let alone something to ban for.

    Chat insults - yes these are bannable but of course it depends on the level of insults, slurs, racism, homophobic comments etc will result in a temp ban, death threats can be permanently bannable. But we do allow a certain amount of "smack talk" - someone saying "you're ######### useless" in the game for example is not going to result in a ban.

    And as for the other part of the question - please refer to the forum rules here, we do not discuss bans on the forum, so we would not appreciate people saying what they were banned for etc.

    Honestly, I'd be happier with some stronger moderation of chat and sportsmanship.

    One of the two things that makes DbD a bit of a hard sell is the ingame community - particularly people who will be gloating jerks in victory. The internet is the internet sure, but even if you have a rhinoceros hide it...wears on you over time.

    League of Legends had a similar issue with toxicity, and managed to achieve a remarkable turnaround with the Summoner Code and the Tribunal. Something like 80% of players reformed after a simple 'you've been getting a lot of reports, please keep an eye on your behavior' warning.

    I wonder if one day we will have a Behavior (lul) Code and something perhaps to encourage better sportsmanship. This game...brings out the worst in people.

    My best example would be a recent game I played versus a TTV squad who refused to complete the final gen and spent 30 minutes (!) teabagging and flicking me, and the second I downed someone they'd sabo, bodyblock etc. and make it literally impossible to hook. They came to the game with this intent due to their loadouts.

    Eventually I just gave up and AFKed, and when they finally ended the game they said they'd be mass reporting me for 'non participation'. Argh.

    I know that it totally removed my desire to play another game, and I can only imagine new players running into behavior like this and just bailing.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568580#Comment_2568580

    I don't have a massive issue with Dead Hard tbh. I kind of see it the same way that I see other exhaustion perks, it'll give you that boost but then it's not going to help you for the rest of the chase.

    Dead Hard basically allows you to be greedy, it lets you get another loop around a pallet for example - it's not a mistake when survivors do this, it's intentional, they know they have Dead Hard so they know they can make the loop before dropping that pallet, or make the window.

    I still think Sprint Burst is a stronger exhaustion perk, but I feel that Dead Hard is more frustrating for some players to play against.

    I...must strongly disagree here.

    Dead Hard, post 'fix' (see: buff) amounts to essentially a third health state when used correctly.

    There is a reason why you see it on basically every survivor that has the option.

    The issue is the absolutely, 100% safe i-frames which can eat powers, befuddle killers mid chase and allow you to completely negate really good plays/surprise attacks.

    The majority isn't always wrong - Dead Hard, in the right hands, is a problem.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674486#Comment_2674486

    Only thing that is good on RPD are totem spawns. Hex builds are usually really good there.

    If that map is from offering I just go no mercy and camp, where I usually have option to block one entry, so survivors have it harder to unhook.

    If that map is random, I usually play it same as Azarov's Resting Place. I chose 1 side with more gens + main hall gen and never leave.

    Yeah that's not far from my strat. I'll only camp when someone BMs or it's EOGC but I'll tunnel like a demon.

    For me, it depends on who I'm playing.

    Hag and Demo I can usually make a plan. Pig or Cenobite? Urgh.

  • @GannTM said:

    In my opinion she is. I'd consider her to be the most fun killer in the whole game to play as and to play against. After her nerf, there is a big skill cap in the new mindgames that are involved. Also, she really feels like one of very few killers that have the control against the survivors in chase even though survivors have reliable counterplay. The counterplay also isn't holding W because she's very fast but it is possible to loop her, even though she controls the mindgames.

    Great job with Spirit BHVR. You guys truly knocked this one out of the park, except for keeping Mother-Daughter Ring the way it is.

    Interesting.

    I...like Spirit, but never really got into her. I can see the fun of her though (I love the passive phasing).

    For me:

    • Demo. Fun addons, tons of different playstyles, extremely diverse toolkit and is so rare that very few people seem to understand how he works (I love watching them waste half the games getting rid of portals that I have no use for anymore). Can be annoying on some maps with a lot of strong loops.
    • Hag. Endless skillcap, no weak maps, incredibly addictive playstyle once you get a feel for her. She's also tiny and has a small terror radius - I still get at least 1 gen grab per game when I run Monitor. Held back slightly by bleh addons.
    • Artist. I don't think she's as strong as people make her out to be, but dammit is she fun. Another 'endless skillcap' killer, versatile and I love her audio design. Can feel a bit clunky due to constant hitches and her UR/Iri addons are amazingly bad.
  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674473#Comment_2674473

    What is annoying that there are at least 2 god pallets and 3 breakable doors you need to get rid off...

    I was thinking this is just Ormond 2.0, but this main building is way more annoying.

    I have a guess what loop you are talking about, but I think there was a breakable door that removed it, but not 100% sure.

    I'll have to check next time I go in, it's entirely possible that I just missed it.

  • @BoostedKateMain said:

    Survivors really try as hard as they can to make the game as easy as possible for them when it is already easy. They try and force me to go to blatantly one-sided maps and expect me not to just close app during the loading screen. Honestly just cringe when I see a strode key or badham offering and it's an EZ close app.

    Haddonfield can be awful on M1 killers, but at least they finally broke the frigging infinite. It's the #1 map I dread seeing, and one of the big reasons why all of my 'main' killers either have an anti-loop, traversal or location abilities. If I get an offering on Pig, it's one of those 'can I just AFK this one?'.

    Badham...I have no idea why this hasn't been fixed outside of dumb breakable walls. It's still possible to get hook spawns where it's impossible to hook survivors downed in some places unless you've preemptively broken the right wall. Plus endless dumb loops and tiles.

    I'm surprised you didn't note Grim Pantry either, which has bad hooks and the same dumb RNG tiles, generally involving a 'poglog' near the paddleboat.

    Cowshed is another nightmare.

    Honestly, about 2/3 of the maps in this game are at least moderately survivor sided and tend to mostly test 'did you play the right killer?' more than anything else.

    @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674470#Comment_2674470

    I just try to get fast down and camp from first hook. I don't really do it for Haddonfield, it's not that painfull after that basement window was removed, but I hate RPD.

    I still struggle. The fact that survivors can vault out of a building, have almost complete map vision and immediately get back to a gen - all while being totally safe is frustrating, before you factor in the massive pallets, predictable gen spawns...ugh.

    RPD has...grown on me. I still don't enjoy it much, but I've got a feel for the geometry now and if I basically stake out all the central gens I can do okay - and the silly geometry hurts survivors just as much (so many bonus hook stages while they work out how to get to that survivor).

  • @Dino7281 said:

    Alright, time to play custom and do some testing...

    Without too many specifics, let me know if you figure something out. I may be jumping the gun here and there's a way to mindgame it. The core issue is that you vault directly down onto the stairs, in which case you can either go back up or circle around when they vault. It's similar to the bloody office in RPD (which BHVR seemingly have fixed too).

    @Myla said:

    Ah so that's why Killers got a Hook that you block on one side to balance things out with this infinite. Wow devs very cool.

    Keep in mind that I'm no expert, there may be a way to counter it that I'm not seeing. It's still an absurdly strong vault-loop though.

  • @ImBrakingBike said:

    Artisti: Haven't bought the DLC and probably won't buy it any time soon. I've faced around 10 Artists by now (I haven't played much these last days) and I'm already bored of her. Her sounds are annoying (I can't believe we lost Pinhead's legendary line but this thing survived T-T), her crows constantly camping hooks, can't wait for the trend to be over :/

    Map: Loved it, but I'd rather have a darker ground so that things like Hag's traps or Trapper's traps would blend better with the environment.

    A few things:

    • You can't really camp hooks with crows. The best you can do is to line up a massive 'birb barrage' from a distance, which takes a long time to set up and a bit of luck to execute. If you see the crows coming, bodyblock. If she's proxy camping using the birds to create a joke, you'll need to bait them.
    • She's actually very outplayable. Crows have a small hitbox and are harder to land than you'd think. Treat her crows as you would any other projectile and you'll see how to juke her. Don't try to loop her for long, wait for her to set a crow and immediately run to the next loop. In deadzones, juke when you hear her 'birds away' sound.
    • Amen on the Pinhead stuff.
    • I really love her sounds. One of the most 'eerie' killers by far. Each to their own I guess.
    • Trapper is dumb on this map, but Hag can do well by trapping the central building and pallets in advance. You'll need to give up half the map though.
    • The central building has an infinite, about on par with the prenerf House of Pain loop on Haddonfield. It will likely be adjusted (eventually) but for now, you have to avoid getting into chases there as much as possible.
    • Get Christmas decorations up in the yard while the wife does the tree.
    • Some general cleaning and maintenance of our house.
    • Cook Bubble and Squeak while she works on her current paper.
    • Try to get better with Artist and unlock her perks on some more killers (especially PR).
    • Read Goblin Slayer or catch up on One Piece (one of the two).
    • Probably watch something on my PC with Mrs. Star.
  • @ShinobuSK said:

    That window is nasty. Especially against 110% killers

    Window into stairs into other window into stairs into...and on it goes. I'm having Haddonfield infinite flashbacks - especially that video where a survivor ran Otz for 5 minutes there when he was playing Nemesis and it took that long for one vault to get blocked.

  • @Impose said:

    The problem has been, continues to be, and always will be. Map design.

    The power creep in this game edging more and more towards survivors is not survivors themselves or powerful perks. (This is some of it but not nearly most of it)

    It is BHVR and their map design.

    Lets look at the most recent maps. We have, the new Artist map, Boneyard, RPD, Silent Hill, Dead Dawg, and the reworks of Azarov maps Coldwind maps and Macmillan maps, and the Game and Ormund reworks.

    Go down the list. Boneyard. Big map not massive. However what other large map with a VERY strong central building comes to mind? Disturbed Ward. Central building has TWO god windows until you break the walls (even then the windows are still insanely strong), and two god pallets, along with a vault off top floor onto bottom floor that connects to the god windows on the bottom floor.

    RPD. Jesus christ what else can you say about this map besides good god. It is a colossal map. It would be a big map cut into east/west.

    Silent Hill. HUGE two floor map where killer only has easy access to the 2nd floor on corners. Survivors have huge sight lines, several god pallets, two god windows until wall break (this is becoming a theme with BHVR). The most hold W map of the hold W maps.

    Dead Dawg. Oh here we go. A pretty decent killer map. Except even with this map being pretty decent for killers you have main building with an upstairs god window until wall break. Depending on the railing that spawns you have the window that vaults from outside top floor to inside bottom floor of main. Killer shack loops to gallows or to double windmill. And forget the THREE buildings along main street that have safe pallets and safe vaults until you break walls.

    Ormund. lol

    the Game. Pallet central. Literally. LITERALLY. 7 god pallets on the map, two of them in one loop. Several that connect to each other. Top vault from stairs into a pallet on a long wall that connects to freezer window.

    Macmillan/azarovs/corn reworks. Hahahahahah

    Yes, and no.

    Map design and the density/power of loops really makes an enormous difference in killer experience. Maps like Haddonfield, Pantry, Cowshed, Heaven, Badham and The Game play out totally differently depending on which killer you are playing (and not in a good way). If you don't have anti-loop and traversal, you get skunked.

    Midwich is actually pretty balanced. One or two absurdly strong pallets but it's tight, has predictable geometry (without predictable gen spawns), closely paired gates and a lot of long hallways. Vaults can be strong against M1 killers but they aren't the god-vaults where even Nemesis can't shut them down.

    DDS is, in my opinion, the most killer-friendly map in the game. Break two walls and it's easy sailing mostly. Two freebie gens are the only things survivors really have going for them here.

    Boneyard will be fine once they tweak the central structure and get rid of the infinite.

    Disturbed Ward is...fine, but yes I'm sick of 'we added breakable walls so this map is now perfect' rebalancing. Playing killer is often a matter of seconds.

    Maps are part of the problem. Dead Hard and CoH are another (one is effectively a third health state on a short cooldown, one negates entire killer kits by existing). The incredible power differential between the 'good' killers and the 'bad' killers, and the arms race between anti-loop/regression and map/perk designs are others. It's a tough one.

    BHVR really just need to bite the bullet and spend one 'release cycle' reworking a ton of killers, maps and addons.

  • @IlliterateGenocide said:

    There are about 2 decent add-ons on both of these killers. But heck what is the point of running anything but range add-ons on pyramid head. Twins has wooden sword and mabye forest stew and silencing cloth. I don't see a reason to run any other ones.

    Freddy, PH, Pig, Twins, Ghostface and honestly Hag all need massive addon passes. Too many 'literally worse than an empty slot' ones and most of them are really boring otherwise.

    Plague should be the model for addons. Three entirely different playstyles via addons alone.

  • @Akumakaji said:

    Thats just the influx of new players. I vividly remember my first game: the gen was exploding ALL the time and I didnt know what was happening. I ran around like startled chicken, constantly in terror, and when I touched a gen, it would explode. Of course I didnt unhook anyone, because I didnt know better.

    So give it a bit time, a lot of players will just try the game out and maybe dont like it but those that stay will get the hang of it, soon.

    Aha!

    Naturally, it's the Epic promotion. I was wondering why I had so many newbies playing this evening (don't worry, I eased off once I spotted it).

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/297916/pseudo-infinite-on-the-eyrie-artist-map

    So it didn't get fixed during the PTB, it is almost like PTBs are only for streamers to bring more people in and never get a change.

    I'm not going to spread the word as well but it is pretty dumb that bhvr does not change anything regarding maps.

    Honestly, it took then 3 years to fix the Haddonfield infinite.

    I'm not holding my breath.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674344#Comment_2674344

    It's a fun drinking game when you're tired of holding M1. I'm not complaining about being bled out, lol. "Abusive" seems a strong word for a silly video game though.

    In context, it means abusing an unforeseen situation/interaction in a game with the purpose of making the other side miserable.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674301#Comment_2674301

    Depends on killer. I just use bbq, nurses, whispers, infectious

    Interesting. That's...impressively basic.

    Which killers would you use that on, typically?

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674234#Comment_2674234

    Honestly, I think I played that group once, too. They were the most annoying group I ever played and they alone could be responsible for a quite a few Killer mains quitting. The group that I played fits your description, and they would constantly swarm me and wouldnt allow any small messure of success, like a singel hook. When I went AFK, they constantly made loud pallet and window vaults and flashlight clicked me for way, way, way too long a time. There is winning and there is winning, but this behaviour is utterly sapping the will to play from a Killer. You are THEIR plaything, not the other way around, and they bully you, till you break out in tears.

    I'm not going to name names, but one is a fairly decently sized English language Twitch streamer from Russia, and two other small Russian streamers.

    That was one of my least pleasant experiences in DbD.

  • @[Deleted User] said:

    Well. My friends and I have been bled out a lot for playing a "fat survivor" build - this entails one person spawning basement in shack, and another with a Badham offering. All four run some variation of flip flop/breakout/sabo/boil over/soul guard/unbreakable and it's pretty much impossible to hook anyone all game if you specifically die downstairs in the preschool.

    Yeah, I'd bleed you out too.

    That's just obnoxiously abusive.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/297634/as-a-killer-the-game-feels-bad-if-you-dont-4k

    Personally i would say its not as much about the kills as its the experience.

    I have had games where i got a 4K, but the players where so obnoxious that it wasnt really fun to say the truth.

    On the other hand i have had games where i had a full escape, but the survivors where good, educated and even a bit memeish, i had a blast on those games, so i didnt minded the lose to the point i would meme with the survivors at the exit gate.

    This is my big gripe - one toxic game turns all my remaining games of the evening into brutal grudge matches, which isn't fun for me (or the survivors either I'm guessing).

  • @Barbarossa2020 said:

    Don't be silly.

    Survive by daylight is fine.

    Hah!

    @Jplanas98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674297#Comment_2674297

    That's what's been happening to me. If I can get at least 3 hooks by the time they have 1 gen done, then that's fine, I feel like it's still a fair match. But lately it's pretty much 1 gen is done by the time I hit my first survivor, and then a second one is done by the time I down them. Then when I get close to the gen that's almost done, they finish repairing it directly in my face.

    That's...pretty normal for me at my (I'm guessing) intermediate-high MMR.

    I'll usually lose 1-2 gens before my first hook. It's gen 3 where I have to apply some pressure and the game generally turns on gens 3 and 4.

    If I have someone dead or have escalating pressure before 3 gens are done, I'll usually win. If everyone is alive and not on their final hooks before the final gens, it's a 3-4 out.

    I'm finding that Pop and Ruin aren't really sufficient. I need to go ham with Surge or Pain Resonance and get a lot of hooks in quick succession.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674310#Comment_2674310

    "But the chart says that Pig gets lots of kills, so everything's fine."

    -A certain someone

    Yeah, as a former Cenobite main...don't even get me started.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674258#Comment_2674258

    Man, the Pig add-on re-work is such a disappointment to me. She still has so many add-ons that are gutter trash, and the one add-on that caught my eye (new Video Tape) isn't even that good and is just an enabler of grief-y gameplay similar to when Amanda's Letter enabled the Pig to force a 50/50 kill.

    She desperately needs a more comprehensive, Demo/Plague level rework. She's just crap.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672747#Comment_2672747

    It's hard to really gauge which is better. I think plaything + pentimento is very comparable and maybe a bit safer.

    I've personally gone away from slow down builds depending on the killer myself anyways.

    I did for a while, with the exception of Surge on M1 killers, plus Plaything+Retribution being one of my favorite combinations of perks currently. Penti fits nicely into this - but I'm also in love with Pain Resonance. I tend towards being info+stealth+aggression heavy, so perks that allow me to gain regression while doing my usual thing are very much my speed.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674083#Comment_2674083

    Eh, the thing I keep finding is that I might as well not use it in loops once I've established I can land the hits and it's just as effective. Its actual impact in looping (and vaulting) scenarios seems really overestimated because survivors forget how long he spends caught in anims and barred from doing useful things like "break pallet". Just relying on M1 actually worked out better.

    Interrupting the box just feels kneecapped without addons. 6s just isn't long enough without being close enough, and if I'm close enough to do that I'm usually close enough to... guess which button? That's right, chase and M1.

    Well yeah, if I was using Engineer's Fang, I'd be M2'ing a bunch more to get those initial hits, but every time I touch that I wind up in The Game. It's like they're cursed. xD

    Interesting.

    I'll often nab someone before they drop the pallet/vault, which often allows me to mindgame more effectively (if they try to vault back I can see, and it's a slow one).

    I agree regarding box addons. That was a stupid nerf. He needs help in his kit.

  • @[Deleted User] said:

    If you're going against a hacker isn't dying instantly to the traps a good thing?

    This.

    It saves me a DC penalty or a 30 minute AFK waiting for them to get bored.

    It's the hackers that hold the game hostage that scare me.

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