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StarLost

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  • @SavouryRain said:

    We don't know what useful data looks like, because DbD players tend to take any data and throw it out saying it's bad

    Unfortunately, the only data we've been given is bad.

    It's too context-less and generalized to be useful, but still becomes fodder for the endless 'this game is killer sided because kill rates' arguments.

    If BHVR gave us a proper graph, showing kill rates vs MMR on killers, and possibly include addons too (if community driven sites can do this and more for infinitely more complex games like Path of Exile, it can't be that hard to do) now that would be good data that would be very difficult to discard. You could point to something like All-Seeing and say 'well, that addon is clearly a problem, but the killer is actually fine'.

  • @ElusivePukka said:

    I think I'll be running a couple of experiments on what limited data I can, which got me thinking a bit harder about the problematic collection and presentation of yesteryear regarding trial data.

    What do you, fellow killers, survivors, and people who've exited the Fog but are still lurking, think good data sets would be, even if collecting that data might be slightly implausible? Here's a couple of my own thoughts:

    • How many hooks, kills, and 'escaped chases' per match, per "rank/MMR"[tier]?
    • Which perks, items, addons, and offerings were brought per match, including "N/A", per tier?
    • Which survivors and killers were chosen proportionately per match, per tier?
    • What maps/killers saw the most kills per match, per tier?
    • What maps saw each killer receive the most/least average kills per match, per tier?
    • How many average pips were gained per survivor/killer per match, per tier?

    Think any of these could be refined, or have any of your own?

    As I mentioned in another thread is that BHVR have said (and demonstrated) that:

    1. They 'don't balance around high levels of play'.
    2. They'll nerf a killer (Wraith) because he was too easy for new players to do well with, and too hard for new players to deal with, despite him being fine at high levels of play.
    3. They won't, however, buff a killer (Nurse) that is seemingly impossible for new players to do well with, and is seemingly very easy for new players to deal with (hence her hilarious kill rate in that dataset), probably because she is strong at high levels of play.

    3 demonstrates a pretty crucial inconsistency. BHVR only care about the new survivor experience. I wish I was being hyperbolic - but that's what these statements and design decisions boil down to.

    By their own logic and established precedent, either Nurse needs a buff or Wraith needs his nerf reverted.

    As to useful data, I'd want to see a graph with killer kill rates on one axis and MMR on the other axis.

  • @KerJuice said:

    RPD is the only indoor map I like. You just need to play it more and familiarize yourself with it, then you won’t mind it as much. You actually have an advantage over other killers as nurse. You can break chase on one floor and go for someone above or below on a gen, instantaneously. When chasing on same level, just go for short controlled blinks & expect survivors to always try and double back around walls and corners. Hold your second blink for a second to see where they are going. Blink when they have less options, like in the long hallways or main lobby.

    The problem with Nurse on RPD is the same problem with Nurse in most other indoor maps - she can be janky, and often your teleports are inexplicably stopped dead by a random doodad.

    That said, if they haven't fixed that yet, they probably either can't, or don't care sufficiently to try.

    The problem with RPD is more how frustratingly strong it's loops and layout are against M1 killers, and that really does need to be changed.

  • @lordfart said:

    Well there's your problem, idk why people care so much about what others think in a game. You play nice because you want to, not for external validation. They didn't give you the pats on the back you wanted and now you're disappointed - that's why you shouldn't let your playstyle be dictated by the gratitude you think you should receive in a dumb game \o/

    It's less 'nobody says thank you when I play nice' and more 'it grinds my grapes when people gloat about winning when I've played nice'.

    Yes, yes, strangers on the internet and all that. It still does build up over time.

  • @Ghouled_Mojo said:

    Strong. Self healing should still be penalized like self care. CoH probably shouldn’t stack so well with other bonuses. Shadow Step should have the aura removed since it removes scratch marks all together or the scratch marks should act like light weight and reduce length of scratch marks.

    Shadow is mostly fine, the only thing I'd change is that it's effect should not project through floors in vertical maps (this makes it almost impossible to find in a timely manner).

    CoH honestly needs a rework. It just counters a lot of killers too hard, for zero risk and minor investment.

    @lavars said:

    This conversation will go on forever.

    We don't have the raw data to verify anything, except what people say and suggest.

    Theoretically they are not op, but i think the raw data sees it differently, it really changes from game to game and which map and which other perks etc. same from the killer side, try to find a totem on "the game" or the school. You wont have time to snuff AND keep control over everything, specially as the totems are a ball, not a circle, they reach so much that it can be impossible to chase or decide to find it. Sometimes you can find it very easily, but with a decent survivor team, or god forsake, two totems, it can be impossible to keep control over it.

    This is my key issue with CoH.

    I can counter it, but I have to bring either specific perks or play specific killers, and that gets tedious fast.

    Rather than changing the meta, it feels like CoH has calcified it.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618961#Comment_2618961

    The Mansion would be like getting stabbed in the ass in real life for those who don't like playing RPD even now. That map would have so many problems in it's design for DBD as well as being absolutely humongous and EVEN MORE confusing.

    Why?

    Neither RPD nor the Mansion need to be as enormous or frustrating as they are.

    RPD could honestly be fixed by adding some more holes to barriers near vaults (far too many pseudo-infinites created by little offices with 2 vault-only entrances, both vaults separated on the outside by a long barrier and easily chained into a third vault nearby, then back again) and converting a few of the vaults on upper floors into drops. Oh, and probably shaving off about 33% of the thing.

    RPD has both the Haddonfield problems (too many freebie gens, too many safe pallets and vaults) and the Badham problem (a single incredibly powerful loop easily accessible from most spots on the map).

  • @lavars said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619067#Comment_2619067

    My tip is to ask WHY it does get to you? Do you chase them and then they outplay you for example? Just don't commit, ignore them and say to yourself "yeah, yeah i know you want to get chased" but often they just waste time by trying to get your attention.

    Shrug.

    It's partially a pride thing, and partially an 'okay, your macro is giving me an actual headache IRL and I think you know that' thing.

    The issue isn't so much dropping chase, as it is desperately trying to get a down - any down - to put some pressure on an SWF that has already popped two gens before my first chase.

    @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619048#Comment_2619048

    I hear you, and I'm not a fan of MMR as shown in-game. I trend toward two extremes - the crossplay 4-man SWF who gets destroyed, and the PC 4-man SWF who typically get two out the door. Maybe the crossplayers are where DBD stores all the toxicity against me so I just don't experience it - recently ran into my first 'in the wild' accusation of racism for using Bubba's chainsaw.. without even having the theoretically problematic cosmetic. That was maybe my first toxic moment in a year.

    Mm. I think that's what's happened. As I'm getting a higher MMR, I'm getting matched against more PC SWFs. And honestly, I can't think of the last time that I didn't encounter at least one player on a PC SWF that wasn't BM in some fashion. And there's usually one in every two groups that makes me go 'hang on, is this guy hacking or am I just a lot slower/more obvious than I thought?'.

    I swear, people pick Claudette or run the Pride thing specifically so they can threaten to report you 'targeting them' after the game. I must have seen it a dozen times in the last month

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617290#Comment_2617290

    Yea that doesn’t sound fun for survivors. I probably ran into those a few times. Not a fan of vs. Pinhead.

    He's very strong early-game, and falls off hard later. He relies heavily on being able to pressure effectively, preferably into a snowball situation where survivors are too busy to hunt for the box and do gens.

  • @lavars said:

    https://forum.deadbydaylight.com/en/discussion/292944/the-sad-truth-of-playing-killer

    It is funny how survivor mains are like "wow you could have been nice" when you got them destroyed, but if they destroy you, noone would give you a kill out of being nice. Tea-bagging and clicking shouldn't annoy you, as it just means they are either cocky or they may be confident in themself. Just play the game how you want and ignore comments. That's the best you can do

    Yup.

    This is my usual pattern for DbD.

    I come in being nice, get annoyed at people, eventually become embittered and take a long break.

    That said, clicky clicky gets under my skin far more so than simple endgame griping does. I'd rather be complained at than gloated at.

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619034#Comment_2619034

    I did engage: don't care about what other people think. You might actually enjoy the game then. You paid money for this game, do whatever you want. If you wanna tunnel go for it, if you wanna camp, bring marshmallows. It literally doesn't matter as long as you enjoy yourself.

    The issue isn't so much that I want to.

    If I had my way, I'd be able to run funky perks and play chill. However, I seem to be at an awkward spot in matchmaking where every second game is against a super sweaty SWF team that I have to play really greasy against to win, and no amount of crushing losses because I didn't immediately annihilate someone seems to change this.

    @ElusivePukka said:

    I get thanked for playing nice -shrug-

    It's fairly rare for me to get toxicity in post-game chat. I'm at a place similar to the same "realization" as you, but my own epiphany was akin to 'it is okay if you don't 4k' - when I stopped pressuring myself I started to get fairly good as a killer. Even in games with a BNP squad I'll usually get a kill before the 3rd gen gets done, and I let myself get visibly silly in-game if the survivors see me mess up.

    If I'm smiling, I'm winning, and often I think the survivors can intuit if you're getting pissed or having a good time, which I think carries into the post-game experience.

    Yes on your points about Nurse, data collection, and the state of nerfs/buffs, though.

    Something seems to be weird with MMR on my side.

    For a while, I got to enjoy playing a more chill game, and still getting 2 kills regularly. Sometimes 3, but usually 2.

    Now...it's not like that.

    I'm up against 1 of 4 possible combinations of opponents.

    3-4 intermediate players like myself: usually a fun game.

    1 super high-tier player and 2-3 potatoes: not usually a fun game.

    3 man 5000 hour SWF team and 1 intermediate player: not usually a fun game.

    4 man 5000 hour SWF: I get destroyed.

    I see a lot of toxicity in postgame. It might be when I'm playing, or just my MMR. But I've been cussed out for 'not playing a normal game' when I pick Pinhead and run Plaything.

  • @ThiccBudhha said:

    The sad truth, to me, is that hit validation exists. And people pretend that it is okay because they added entity blockers. Lol.

    The issue isn't so much hit validation.

    It's that hit validation now more than ever gives killers false information, leading to you getting spun because the game told you that you hit someone, but you didn't.

    Honestly, I'm scared to try and encourage BHVR to fix it. Next thing you know, you'll be able to instantly stun a killer with a flashlight again.

  • @shyguyy said:

    You payed for this game so literally just play the game how you want. Don't care about what people say and you will be happier for it. We really don't need another "I main killer, woe is me" post.

    Complaining about complaining isn't somehow not complaining. It's like putting a sewer level in your game and having your main character say 'oh wow, a sewer level'.

    If you don't want to engage with my little rant, feel free not to.

    Thanks for the bump though :).

  • @sniffedpustulas said:

    Alrighty, so I recently had a game, where I decided to tunnel a particular survivor, because they weren't helping their team mates.

    I was playing the pig and had four survivors - David, Feng, Jake and Jill.

    During this particular match I played with the add ons which hide the boxes and everyone starts with a mask. At the start of the match I hooked Jake once. He went into the second stage (on the first hook) and died due to the mask. Jill went into the second stage on the first hook aswell. I later found Jill again and downed her, but didn't picked her up, because I hadn't hooked either Feng nor Jake and didn't want to kill her directly. I can't remember the details, but during the match I also hooked David once or twice.

    At this point in the match Jill and David were Dead-Hook and Feng wasn't hooked once. I did run into Jill again, but she was still insured and barely had any chance to make any points, so I pretended I didn't see her.

    Later I found Feng. I hooked her quite quickly. Then she got unhooked by Jill. Because Jill was still dead-hook I decided to go for Feng again, since she could still be hooked. And since both Jill and Jake and I think David went second stage on the first hook I figured that Feng wasn't really playing well with her mates.

    After I hooked her again, she was unhooked from Jill and this time I went for Jill and killed her. Afterwards I found and killed David. Then I closed the hatch (they threw a sacrifice to let it spawn in the main building). I couldn't find Feng and she later died due to the endgame collapse.

    Now this happened in the after game chat:

    Purple is me, Red is Feng.

    Do you think it was right to tunnel her ? What should I have done if not ?

    https://us.v-cdn.net/6030815/uploads/ZPBCUWSVW3UT/20211106231808-1.jpg

    https://us.v-cdn.net/6030815/uploads/GA596BQHOSXQ/20211106231812-1.jpg

    Here's a tip for staying sane as killer.

    Turn postgame chat off.

    Now.

    This second.

    Reenable it if you want to say something yourself, otherwise keep it off.

    Trust me on this.

    Then, stop caring about 'fair'. Play as greasy as you want to. Survivors are doing everything within their power to get a 4-out, fair or not, teabagging and flicking you all the way and calling you a noob in postgame.

    Play to win.

    Once you have the game comfortably in hand, then you can choose to ease up a bit. If you are flattening the multi-toolbox sporting SWF team of blendettes with a map offering and you ease up, then you are a nice guy and will sometimes even be thanked. If they just 4-out you, you'll be mocked.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614415#Comment_2614415

    This^^^

    You can’t draw any conclusions without the stats. It would be great to see kill rate for different MMR ranges. I would expect kill rate to be pretty high in low MMR and much lower in high MMR, but we don’t have the data so who knows 🤷‍♂️

    Ding ding ding!

    Cenobite is very strong against new players. He gets rocked by SWFs and good survivors.

    Nurse is the only remaining S+ tier killer in the game on most lists, and she has the lowest kill rates by a mile.

    This data is being thrown off extensively by large numbers of extremely newer or less skilled survivors and killers.

    Want to be really depressed though?

    BHVR will nerf a killer hard because they are too difficult for new players to deal with (Wraith), but won't buff a killer that's too hard for new players to succeed with (Nurse).

  • @ChampagnePapi said:

    I think circle of healing is quite strong because the fact that survivors can just heal fast kinda makes it harder for me to get a kill. What do you guys think ?

    I'll spoil this thread for you.

    Most killers will say that they are too strong, because they hard-counter almost any attrition based killer in the game unless you specifically build around expecting them. Every game. Which sucks.

    Most survivors will defend them, and say they are fine, because of exactly what I just described above. They give substantially easier wins against a lot of killers, and you can just DC if it's a killer that isn't one of these, or builds around it...sorry, you can just DC if it's 'a killer that I'm not having fun against'.

    They will bicker back-and-forth, and it'll end with survivors whatabouting regarding NOED.

    Junyal or Sluzzy will come in and tell you that the game is killer favored and survivors actually need further buffs, and then complain about hex totems circa 2017. And then the thread dies.

    As for me: they need a look, especially as snuffing is frequently the wrong move to make. They should incur a cooldown once snuffed, and you shouldn't just be able to resummon it on the same dull totem. CoH also probably needs numbers tweaks - but, again, it's a bit of a pointless topic of discussion.

    They make it much easier to escape as a survivor, especially in a SWF, with zero risk or drawbacks. This benefits survivors who will thus defend it, hurts killers who will thus say it's OP, and BHVR will probably end up nerfing Pinhead or Wraith to balance things out.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617497#Comment_2617497

    I'd like you to choose a better RE map that also fits with DBD's lore. It's unique. People need to chill the hell out about it. Once I learned the loadout I wreck on that map. I love it. From my experience getting 100% and hundred of hours on most main RE games there really isn't any better maps for the people that don't like it. Like I absolutely hate Hawkins personally. I do not want it removed. It's not like I get it every game and when I do I just play differently. For fun. That's just whay people have to deal with. It's nowehere near as bad as some exaggerate. But anyways I'll bring up a list of maps that some might say would fit better and I'll be realistic about what maps had any chance based on what we have with the chapter right now.

    Raccoon City (RE3)

    The Village (RE4)

    The Village (RE5)

    This is all assuming they would go super accurate with these maps as well

    Raccoon City might sound good on paper from RE3R but trust me. It would go from people saying it's survivor sided to being more killer sided than Dead Dawg by a mile. It's EXTREMELY small and EXTREMELY tight. Survivor should be #########. It's an outdoor map that feels indoors anyways.

    The Village from RE4. Better than RPD. Very weird layout for DBD though. Also has the problem of being really small and linear. If the killer wants to get to a gen, he'll get there because he just wants to easily. I

    The Village from RE5 is probably even tighter than that. Extremely poor layout for DBD in my opinion.

    The problem with the last 2 maps are that why would they choose RE4 and RE5 anyways? So we could cross thos off as possibilities anyways. So it's basically just RPD and Raccoon City. Only 1 is fitting.

    The Mansion.

    But the issue isn't that it's RPD in and of itself. I like the idea of the map. The issue is that it's too big, too winding, has a near-infinite and the gens are too safe.

    Yes, it's emphatically okay if you are playing a specific sort of killer (one with a good anti-loop) and pick a perk like LP every single game, but my guess is that you are playing Nemesis (and I may be getting crazy in my old age, but everyone in this thread defending RPD has a Nemesis avatar).

    In which case...duh? One of the best, if not the best anti-loop killer in the game.

    The exact hard-counter to vaults.

    How exactly do you handle the office infinite (multiple, extremely safe vaults separated by barriers that you can see through) on an M1 killer, when everyone just runs there? I'd love to hear your answer, but I doubt I will.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617624#Comment_2617624

    "I would rather be forced to play RPD for 3 games every session than play Badham once every 3 play sessions."

    Playing RPD 3 times a night and badham every 3rd trial ARE my games every night

    Badham is at least predictable. You know the basement gen is a lost cause, you know that people are going to run right to the fence.

    Depending on where you spawn, it's entirely possible to go the completely correct direction from the start and still lose the generator before you get there, only to have survivors run you directly to the hub, then the office. And once they are in there, you'll need BL3 or for them to make a huge mistake.

  • @sexygazelle said:

    I have played about 30 survivor games, still in bronze rank, mostly playing with friends. Recently I started playing killer on my own. I have less than 40 games in total on killer and have been in multiple full red rank lobbies. I was noticing most of my games had at least 1 red rank, usually mostly gold and silver. Keep in mind, I am still only silver rank 3 right now.

    Is this supposed to happen? I am really nowhere near the skill level. Even though I still get 2-3 kills most of my games, I am very often harassed and gen rushed by these 2 or 3 red rank groups. I intentionally avoid tunneling and camping, so that usually leads to lost games, but at least I am having fun. Now, my past 10 games are all Dead Hard, Decisive Strike, 2 brand new parts, 2 flashlights, etc.

    WHY ME???

    Hi.

    Boy, do I feel your pain.

    It's rough as killer right now.

    That said, a few things to keep in mind.

    • Your 'new' killers start off at a middling MMR. It'll take a while to find the right 'spot' (took me about 50 games, to be honest).
    • There is something squiffy with MMR right now. Either there are a lot of high-tier players smurfing their MMR down in premades, or it's buggy. Maybe 1 in every 10 games will slam me up against a group of 1000+ hour players, and I'll get skunked.
    • MMR is not connected to grades. It's completely hidden.

    Playing killer is a lot harder than playing survivor, especially initially. You'll need to pick up some specific perks asap, and it'll take you 100+ hours to really get a feel for it.

    Good luck, and hang in there.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617489#Comment_2617489

    • I've played quite a few games against boon users, and never had problems with snuffing them, or even ignoring them completely. Yes, sometimes you have to make a choice what to do: snuff or chase, but hey, 4k's are not there to be served to you upon a silver platter. It's like with totems for survivors: you either waste time on cleansing them or save the time and risk getting NOED. But killer mains think that "just do bones" should not work for them, because they are entitled to be free of making choices and managing their time, sure
    • I've never had problems finding boons since you can hear them from the opposite side of the map. Haven't encountered a singe unsnuffable spot yet, I heard they fixed them all
    • Once again, haven't had any problems with the sound: you can hear them from anywhere within their area of effect
    • Emmm... No? Restricted FOV doesn't hinder me finding totems, you have ears to find them
    • Nope, I've never defended "uncleansable boon spots"
    • The issue is that it's a 'no right choice' scenario. On some killers, survivors being able to fully heal in seconds makes any sort of attrition play non-viable. It's punishing to leave it up, and punishing to try to snuff it. At the very least, it needs to go on cooldown.
    • What? Survivors don't, and shouldn't totem-hunt in expectation of NOED, unless someone brought Small Game (probably not even then). What smart survivors do (and should do) is note the perks that the killer is using, and if there's a blank spot - only then start preparing for NOED. NOED is only really a problem when combined with NWO, and usually just means they get 1/2 kills rather than 0/1. Just sacrifice the person hooked and leave. If you lost more than 1 person to a killer before gates running NOED and NWO, you would probably have lost if they had brought any other perks regardless.
    • Lolwut. No, you can't. You have to be pretty damn close to hear it. If you are hearing boon totems from across the map, I have...questions.
    • I've run into 2 today. One totally borked on DDS, one that I had to spend around 10 seconds angling myself weirdly on...I think it was RPD.
    • Their 'area of effect' is not 'the entire map'.
    • See above.
    • I remember now. You were complaining that they killswitched the uncleanse-able maps because something something hexes. I'll dig up the thread if you'd like.


  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617448#Comment_2617448

    I would agree. I can go weeks and not face a Hag. Its almost a surprise when I do get one. I guess most players just don't find her fun.

    I think most players gravitate towards the more 'straightforward' killers. Bubba, Nemesis, Huntress, old Freddy, Wraith etc. Patrol gens, chase, get downs. Use ability to help.

    Hag, Ceno, Doctor, Demo and co are all odd ducks and require a different playstyle. Regardless of their relative power in the current meta, they aren't going to have as much broad appeal.

    Hag in particular takes a long time to get a feel for. She can't just patrol gens. You have to anticipate what survivors are going to do, and where they are going to go. Once you get a feel for this, she can be pretty strong.

    Easily my favorite killer, and the first killer I really dedicated time to learn.

  • @Sweet_Tour said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617499#Comment_2617499

    It probably will because it's kind of busted. Bubba is busted in a way that nerfing will kill the character completely.

    Fang probably needs a nerf. I have no idea how that went live as is.

    Box definitely doesn't, as you can play around it once you know how it works. The issue is that surprisingly few people are playing him (probably a combination of him being much less powerful, in theory, than a lot of new killers on release, and the NFT drama) - meaning that survivors don't know what's going on.

    Pinhead is actually probably the most 'balanced' killer at present, Fang excepted. He inevitably lands squarely in the middle of every tier list too.

    The only issue is that his side objective/hunt mechanic is probably not obvious to newer players, which makes me worried (they did Wraith dirty for this reason).

  • @ChampagnePapi said:

    I really hate both because survivors rely on them so hard and they get cocky like they did something knowing well its those two perks carrying them. If I had to choose one Id say Dead Hard.

    Dead Hard, by a mile. It's rarer to see a survivor without it than with it, and constantly gives them get-out-of-jail free cards, on a stupidly short cooldown. Plus, it constantly feeds you false information, leading to you getting spun.

    Decisive is annoying, but since they stopped the absurd locker/DS abuse, I can play around it. I also don't see it nearly as much now.

    That said, PYS is the perk that scares me the most, by far. CoH too, but I literally build around it now as it's there every single game. It'll probably get nerfed soon.

  • @Aurelle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617435#Comment_2617435

    Yeah, I've been going against mostly potato survivors. I had a Nea one match who had a flashlight and didn't even use it to delete any of my traps. I feel like if I had more skilled survivors this build would be miserable.

    To be fair, that's not necessarily a potato move. Unless they are in a very specific set of locations, it's usually more advantageous to just go around. Hag can poop out traps faster than you can dispel them. I always hope survivors will be doing this, it helps me to find them (vanishing trap - I'm on my way!) and wastes their time/flashlight.

    My big frustration with Hag right now is how rough boon totems are on attrition based killers like her, and her 'zone control' style allows them to set up a safe-zone out of your reach.

  • @ShadowNurseZFX said:

    Personally I Run These

    Survivor:

    Sweat Build: DS, Unbreakable, Dead Hard, Iron Will/BT (I barely run this but there u have it)

    Evil build: Boil Over, No Mither, Flip Flop Tenacity With RPD Badge go to library top of the library. killer cant hook you and your immortal unless you bleed out, wasting killers time if he falls or bait

    The real build i run: Dead Hard, No Mither, Object of obsession and DS.

    Killer:

    Nurse Build 1: Infectious, Starstruck, Lethal pursuer, Agitation.

    Nurse Build 2. NOED, Blood Warden, Bitter Murmur, Infectious fright

    Hag Build 1: Corrupt, PGTW, Thrilling Tremors, STBFL

    Hag Build 2: Devour Hope, Franklins, TOTH, Corrupt

    Huntress Build: Bitter murmur, Iron Maiden, Lethal pursuer, Barbecue and chili

    Currently?

    Killer Sweat: Plaything+Retribution+Pop+Discordance on M1 killers, Devour+Lethal Pursuer+Ruin+x on most others.

    If I'm messing around, probably something silly with Hoarder and Franklins.

    Survivor: CoH+DH+Spinechill+Distortion

  • Or my ultra-nasty Cenobite build :)

    Man, I hope they don't nerf his addons next patch.

  • @TheDarkTyrant said:

    Yeah I wonder why it's in the game? Hmmm? Maybe because some people like it and want to play on a Resident Evil map without some punce saying how it doesn't fit or whatever.

    Then make a better Resident Evil map.

    RPD is so big and convoluted that it could almost be split into two maps on it's own.

    As it stands, it's probably the worst map in the game. And with Badham and Haddonfield existing, that's saying something.

  • @KerJuice said:

    Now is a good time to use Plague- she completely negates boons healing prowess. Legion negates both the healing and no-tracks. Play with those two killers more, until this fascination with boons die down. I also believe they will get nerfed again.

    Ideas for a build to deal: Sloppy Butcher, Haunted Grounds, Undying (you’ll be able to see them blessing it and you may have time to walk over and stop them. If not you’ll know exactly where the boon is to put it out), & Thrill of the Hunt. Throw these four on Legion and you may have yourself something viable.

    Don't run Sloppy into boons. The healing bonuses are so enormous that it really doesn't buy you much time, I find.

    Plague is a good call though. Really need to pick her up again, used to enjoy her but am currently in a very comfortable Hag, Doctor, Pinhead, Demo groove.

    @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617458#Comment_2617458

    "How is it fair that killers only get their hex once but survivors can reset it endlessly?"

    Here we go again...

    14 seconds vs 1 second

    Sound that can be heard from Mars vs sound that can barely be heard when you are on top of the totem

    Survivor can be killed while cleansing AND while blessing, killer is unstoppable and does everything without a risk for his life

    Should we continue?

    I swear, I know your name from somewhere...

    • The issue is finding the things, and that the time of a killer is at much more of a premium than the time of a survivor (you can spare 1 survivor out of four, but there's only 1 killer). There's a reason why you don't see top-tier killers looking for the boons - unless you run right into it, it's the wrong play 9/10 times.
    • You are deliberately ignoring the fact that you still have to find the thing, and hope that it's not in an uncleanse-able spot.
    • You are completely exaggerating on the sounds. Also, some killers make a lot of ambient noise, Demo is a particularly good example. It's much more difficult to find it via audio than you are making it out to be.
    • Killers also have a much more restrictive FOV, which makes finding them visually much harder.
    • Wait, I remember you. Aren't you the guy that defended some maps having uncleanse-able boon spots, because something something hex totems were broken 2 years ago?

    Mm.

  • @Aurelle said:

    So I've been playing a lot of Hag lately and I've been messing around with some of her addons and decided to equip Waterlogged Shoe and Scarred Hand to try a body blocking play style. I was expecting to hate it, but I was proven wrong.

    I had some of the funnest matches with these addons because the survivors weren't expecting it. Next to Moonwalking Hag, Body Blocking is one of my favorite ways to play her now.

    Well done. I've tried to make this combo work and never managed it.

    @Zozzy said:

    I guess it something different......... but its still another hag player and that makes me sad. I would prefer if they deleted her from the game with how most play her.

    She isn't far off, actually. If I recall, she's one of the least-played killers in the game.

    Her kill rates seem right where they should be too.

    Hag is insanely map dependent. She can be an unholy terror on small indoor maps, but is hilariously bad on large outdoor maps.

  • It doesn't work like that.

    You have 1/4 the offerings the opposing team does if you play killer. Even if you spend most of your BP on the things, you'll run out before they do.

    @[Deleted User] said:

    Mini-rant/feedback. Not sure what the point is. The devs know by now how most people feel about the RPD map.

    I played killer for the first time in two weeks. Actually had some fun games. Then I loaded into RPD on Nurse. Why does this map exist at all? This is the most horrendously unfun map in any game I can remember. So yeah. I'll put the game down for a little bit again. It's pointless to be play and be put in a situation where I have to either play RPD or take a d/c penalty.

    I hate RPD with a passion, especially as more survivors are realizing that the office can be a pseudo-infinite that is almost impossible to counter as an M1 killer and is pretty easy to run to from most spots on the map. About half the gens are so ridiculously safe that it makes pressuring very difficult, the building is so winding that ranged killers become a nightmare and there are just too many safe vaults between floors.

    If I see an RPD offering and I'm not in the mood, I've been known to get...called away on business. You have fun.

    It's so bad that I'd prefer Haddonfield.

  • @Aurelle said:

    Was playing Clown on Badham earlier tonight and couldn't find this Jeff the whole match. I heard a locker close and looked around for lockers. The first locker I see I just stand in front of, contemplating whether I should waste my time and check it. Then Jeff jumps out of the locker and I end up hitting him as he ran away.

    I chased him all the way down the street and used my Afterpiece Antidote to catch up to him. At that point he panicked as he saw me speed walking towards him and ran into a house where he got cornered by a window, ran around in circle and I ended up downing him as he vaulted the window.

    Oh man, that reminds me.

    Earlier today I had the most satisfying, schadenfreude-tastic game I've had in months.

    Full premade, obviously smurfed their MMR down and were just out to be bastards. Clicky clicky teabag teabag with jacked up flashlights and a toolbox, with a Haddonfield offering and 'further hook' offerings.

    Fortunately, I recognized one of them from a game yesterday, mostly because of how BM they were in postgame.

    I picked my favorite Pinhead setup (Iri Box+Pillar addon, Plaything+Retribution+Lethal Pursuer+Discordance, or as I like to call it - the 'I can see you, enjoy the chains' build).

    The game started rough, was getting looped to pieces. Clearly very experienced players.

    Then the first hunt started, and lasted ages. With the help of my chains, I managed to snowball, and once the Plaything+Retribution combo was working, they had no chance. I tunneled down the BM one, two DCed a few minutes later and I gave the last one (the only one who wasn't being a butthole) the hatch.

    They then called me a hacker in postgame, because they couldn't see the box XD.

  • @steamed_hamzzz said:

    The ol’ hit and run, hook trading, fair game, GG’s all round play style is just not possible anymore, not with the sorry state that killer games are in

    gens are flying faster than the speed of light, heals are lightning fast and infinite with boons, scratch marks and none existent

    it’s just not viable anymore to switch targets and “play fair”

    with each update tunnelling and camping become more and more necessary just to confirm at least one kill before the final generator pops, without it most killers just can’t apply enough pressure on teams, with the exception of certain killers. Blight, Nurse ect

    do the devs honestly believe this is fair? Or fun for killers in that regard. I don’t want to tunnel and camp, but if I’m playing an M1 killer against toolbox’s, Prove Thyself, Brand New Part’s, Boons and other meta perks then I don’t really have a choice do I?

    I sympathize.

    Usually, I try to tailor my playstyle around who I think I'm up against.

    If you are rocking fancy outfits, prestige skins and are in an obvious premade, I'm coming in hot and bringing the best addons/perks I have. Sometimes it turns out I've overreacted, in which case I'll probably throttle back. Unless you BM me, in which case - you die now.

    Otherwise, I prefer to bring funky perks and play more chill, 2 hooking everyone, having long chases etc.

  • @[Deleted User] said:

    Why tell you when I can show you, I'm the Scratched Mirror Myers in this game:

    https://www.twitch.tv/trouserdropper/v/1194380383?sr=a&t=14975s

    4:09:33 if it doesn't load right.

    Yeah, that was pretty dope :)

  • @SwampViking said:

    I get to alternate every game between 0k and 4k. Every single game. Now every game tonight except one I get 1-2 hooks before they get it down to 1gen. Thanks. I really enjoy playing this ######### game now.

    Dev's are ######### ######### if they think this is fun.

    SBMM had a few days at the start of the Halloween patch where I think it was disabled, and tonight felt the same for a few hours.

    That said, it's a million times better than it was before, especially as a less skilled player. It's very difficult to enjoy the game when you have absolutely no chance at getting kills, because your dozens hours aren't close to the 6000 combined hours of your opponents.

    @SwampViking said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617312#Comment_2617312

    Guess I'll just do what I see other killers doing, throwing multiple games in a row so they can actually play the game. Not deal with the BS.

    Try the game again tomorrow. Something was really squiffy tonight.

    @SweetTerror said:

    The biggest downfall about SBMM is that if there aren't enough high-ranking players currently online within your region, then you'll be facing off against people you have no business playing with or against. Believe me I feel your pain. I'm a very casual player myself, and I rarely touch killer as it is, and when the new ranking system went into effect I played one match with Doctor and one match with Pyramid Head, and I only managed one hook with Doctor and one kill with Pyramid Head. It was miserable. The other night I played three back-to-back matches with Nemesis and I only managed one kill in each match.

    Technically speaking I should have the lowest of the low when it comes to SBMM for killer, and yet I just get walked all over. It hasn't been fun at all, and I feel everyone's pain with the new MMR. The amount of people playing killer is dwindling, and unless BHVR does something soon, the queue times for survivor is going to get ridiculously long.

    It was worse before. Much worse. Remember, BHVR completely disabled all killer matchmaking protections for half a year, so you'd get games where you were up against multiple red/purple survivors in an SWF constantly.

    Now, I'd say that as a comfortably intermediate player, I mostly find myself up against other intermediate players and usually get my 2 kills, sometimes 3. There is the odd head-scratcher where I get thrown up against very new players (they probably had a long wait) or crazy SWFs (they likely smurfed their MMR down). Hopefully the system continues to be refined.

    @Irisora said:

    MM is broken or non existent. In soloq i get a lot of eyesores that can't loop the killer a single time and to top it off ialmost every killer tunnel and camp from hook 1. So its ######### up for both sides.. The only ones that rejoice are SWF in this game.

    A lot of killers are in a bad mood right now, due to boon totems and the recent overnerf of a very popular, but not especially strong pair of killers. There also seem to be a lot of ultra BM SWF squads running around at present.

    That said:

    • Tunneling is the right way to play this game. If you don't have a survivor dead by the time 3 gens are done, you've probably lost. You aren't going to eliminate tunneling, as - while it's probably frustrating to go against - that's the nature of the game.
    • If a killer is facecamping from hook 1, that's a bad killer. He'll lose all his BP, and probably lose the game. I play survivor on occasion, and I've only ever seen 1 instance of actual facecamping outside of the 'I've literally killed nobody this game and the gates are open' scenario. And that was a particularly annoying survivor with a clicky macro.
    • That said, BHVR recently said they have a new anti-facecamping system in the works, which is probably going to turn hooks into an annoying safe-zone and break the game again. Savvy survivors will already lead you on chases around hooks, because they know you have to choose between leaving the chase or taking a BP penalty, which is pretty damn unfair.
    • Proxy camping (i.e. patrolling back to the person on hook while patrolling gens) is entirely acceptable, as BHVR recently confirmed.
  • @Jerva5483 said:

    Hello all,

    Some info before I get to the actual post: First time signing up and posting to the forums. I've been playing since the beginning of the game. I put in enough time each month that I'm able to hit red rank on survivor and killer each month (just takes time...not skill).

    The game has always been survivor sided and that makes sense. BHVR wants the lobbies to fill up fast so we need more survivors and people will naturally gravitate to what is easier, but it's become too much of a problem. I enjoy killer more due to the skill level needed, but I think they've leaned too far to the survivor side. There are times when there is literally nothing I can do. On twins, it's currently impossible at my high mmr. Dead hard is a nightmare now and boon totems have made it where you can't play the Twins how they are meant to be played (with Charlotte getting first hit and then victor finishing.) By the time I get over to the down survivor the survivor has been picked up and fully healed. I've currently had to resort to just playing Plague to get past the healing (I don't enjoy playing Spirit or Nurse currently). And I can't even enjoy playing survivor right now because there is no killer that is an actual challenge due to all the safety perks you can run.

    A quick aside about generator speed. I've noticed while playing survivor I can just sit on generators until the last minute, which is just a nightmare for most killers. Especially the straight m1 killers you can just run them all day. I think the generators default time to fix needs to be upped a bit by about 10 seconds. That's just my current guess. It may be a tad too much.

    Honestly, at this point I'm not sure what could be done to get the game back in balance yet. Probably taking the dead hard hit validation back, and I'm not sure the Boons are the problem even though they are annoying. Maybe med kits being taken away or heavily nerfed. I'm really not sure.

    I feel your pain. Even for intermediate players like me, it's tough right now.

    Boons are a problem, as they hard counter attrition-based killers like Twins, Wraith, Hag and co. CoH in particular needs a tweak, and boons should go on cooldown once you've snuffed one (and once you've blessed a specific totem, you should not be able to bless the same totem again). As it stands, trying to find and snuff the thing often feels worse than letting it stand, as by the time you've located it you've basically given everyone free time.

    I've started playing around it somewhat, either via massive pressure builds (Plaything+Retribution+LP+Deadlock is my favorite) or instadown builds (DH+NOED+NWO+Ruin, and yes I feel dirty running that).

    Very curious to see the patch notes, but I have a feeling it's going to be a nerf to some killers/addons and that's it.

  • @KerJuice said:

    Ok, I’m very curious as to what this combo is and why it can’t be named lol

    There are two:

    Iri Box addon + Pillar addon. An endless deluge of unstoppable chain hunts. Never once got less than a 3k using this.

    Fang + Lens is also nasty as all hell, but hooks can be hard to land indoors and we've got the 'extra Hawkins event' now.

  • @lavars said:

    https://forum.deadbydaylight.com/en/discussion/292734/new-kind-of-hacker-weird-bug-or-what

    Video/images would help, but it could be that the game accidently opened twice, that can happen very rarely, but maybe something else was "eating" your hardware, always keep an eye out on the task manager, or if you have a RTX GPU you can also use Windows-key+R

    I...should have thought of that. I'll pop on Shadowplay or whatever it's called if it happens again.

    Just so odd.

  • @SilentShepherd said:

    just played a game vs an SWF

    My opinion :

    SWF = custom games only,

    or

    reveal SWF in the lobby, to show who is grouped. Then the Killer can decide to stay to leave lobby.

    SWF should be removed from matchmaking. You want to play with your friends? Get a friend to play Killer and abuse your friend. Don't abuse me, an innocent gamer trying to have a fun time.

    made me want to quit and uninstall. all 4 got away, gen rushed me 3-4 gens in first 5 minutes. i hooked 2 people. one of them at start, and one at the end, but the other 3 came to save her with flashlights and full health and coordination. As I can only slash 1 person at a time with a basic attack cooldown, they all coordinated their attack to save her from different angles.

    And about the Gens. When it was down to 1 gen, they left 1 gen at each corner of map, and they coordinated it perfectly. There was NOTHING, I REPEAT, NOTHING ANYONE CAN DO VS A COORDINATED SWF on DISCORD with microphones. Oh, you defend this gen? Fine, they tell their buddy on microphone in discord : "hurry hurry, killer is at my gen, fix yours!!!" ... and repeat. if you ever waste 10 seconds chasing any of them, they tell the others to repair. You can't even patrol. They will fix it due to perfect communication because survivors are at each gen telling the others.

    made me want to uninstall. SWF is toxic.

    It's a tricky one.

    On one hand, I totally understand that people would want to play with their friends.

    On the other hand, this game cannot be balanced around both SWF and solo-queue. It's just not possible.

    The most elegant solution I could think of is doing what other, similar games do. When you queue up together, your MMR is inflated proportional to the number of people playing together. 1.2x for a duo, 1.4x for a trio and 1.7x for a full group.

    This means that you will be put up against a proportionally stronger killer, to offset the insane bonuses that SWF provides.

    The other big issue is smurfing, which I see a lot of around my own mid-intermediate MMR. It's easy for a coordinated group of people to suicide/AFK/DC their way to absurdly low MMRs. This probably needs to be detected, and penalized on BHVR's side.

  • @Sunbreaker7 said:

    Ever since the new boons got introduced, I have been absolutely struggling to keep the pressure up as the survivors keep re-booning the same old totems and making the entire map their healing zone with speeds that I simply can not match in injuring survivors.

    Just 1-2 survivors carrying the healing boon perk is enough to make the game extremely hard to win, the likes that have not been seen in the history of DBD. People are literally making YouTube videos showing people just how ridiculous the healing speed can be in its max potential, which is as fast as pallet-breaking animation. How am I supposed to compete with that?! People can literally heal themselves up in mid-chase like no one's business.

    I don't want to be forced to tunnel. Over half of the Killers that I used to play and enjoy are now facing impossible matches because their powers are not enough to deal with the boon users. It's like BHVR didn't think about Killers at all when designing this new perk.

    Out of all the killers I have tried to fight against the boon survivors, only hag has come out strong enough to compete, as she can lay down traps to surprise and down injured survivors before they can reach boon zone. Everyone else is at the mercy of Boon squads without a chance of a fair fight.

    Anyone else struggling against Boon survivors?

    Boon totems hard counter 'attrition' killers like Wraith. Your best bet is to avoid hit and run type killers and instead play killers that can reliably pressure/down/have instadown capability. I still do okay with Demo, Doctor, Pig and Pinhead but my Hag and Wraith are really struggling.

    I also now build for either instadowns (NOED/DH) or pressure (Plaything+Retribution).

    Boon totems absolutely need a look. The major issue is that the intended counterplay (ie. snuffing) is 9 times out of 10 worse than just leaving the damn things up.

  • @coolmacc said:

    to this day a broken and cheap perk than turns a 1k into an easy 3/4K with no downsides that simple

    X being OP is not and never will be a justification for Y being OP, unless Y directly counters X.

    NOED probably needs a look, but it's far from as effective as you make it out to be. Learn to figure out which perks the killer is running, and anticipate it.

  • @themirrortwin said:

    Seriously, it feels like the olden days where survivors DCed because they got downed first.

    DC penalties need to come back.

    I could swear they were on.

  • @EntitySpawn said:

    Ran the killer for basically the whole game, I was his 2nd hook and my whole team just open the gate and leave.

    God I was so lucky they're better than me, they really deserve that escape to go up in mmr unlike me who is obviously bad.

    (Side note: got both his hexs too, only got like 9kBP because the only category I could get is chase/boldness)

    I agree, MMR could stand to be a little more nuanced.

    That said, there's 'running the killer all game', and there's 'immediately heading for the office on RPD or the 'basement gen' house on Haddonfield near-infinites'. One takes skill, one makes me want to eat a squirrel.

  • @TWiXT said:

    Suggested changes:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field... #########?).

    Surge:

    Remove the cooldown and the Basic Attack requirement.

    Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate Surge at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.

    Oppression:

    Remove or significantly lower the cooldown.

    Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.

    Fire Up:

    Buff the perk- Increase it from 4% to 5%.

    Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.

    However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.

    Insidious:

    Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain at a rate of 20% per second, once this has returned Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

    As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.

    That's my list so far. Anyone else want to contribute your own ideas, or criticize the concepts I've listed? Feel free to speak up!

    • Distressing. After hooking a survivor, all other survivors will hear your terror radius and occasionally see a clone of you near their position for 30 seconds (similar to Doctor illusions).
    • Insidious. After remaining motionless for 5 seconds, the aura of survivors working on generators become visible and you gain the undetectable status for 20 seconds. Incurs a 60 second cooldown.
    • Whispers. In addition to the existing effect, you hear a special audio cue whenever survivors acquire an item, begin working on a generator or begin opening a gate.
    • Monstrous Shrine. If a survivor is hooked in the basement, so long as you remain in the basement all survivors' auras become visible to you. This begins a visible timer, however, and once it expires, the survivor hooked is unhooked and automatically gains Borrowed Time and Adrenaline status. This timer resets once the survivor dies or is unhooked.
    • Deerstalker. Made baseline on all killers.
  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615520#Comment_2615520

    Good luck! His chains are super hard to land, but pretty satisfying.

    I'm actually okay with them. Starting to learn a few tricks (like snagging someone right after they drop a pallet).

    My only issue is dealing with survivors who use the box to stick you in the middle of a jungle gym or drop. No idea how to handle that.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615509#Comment_2615509

    Agreed I have a small list of Survivors that will always get special attention from me....you know who you are Flashlight Dwight with the clicky click addiction

    The worst is people who flash you while you're breaking a pallet. Gives me an actual headache sometimes.

    Another thing that really grinds my grapes is SWF's who play 3-4x identical characters, extra annoyance points if they all play blendettes.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615503#Comment_2615503

    You can scratch one of those off, at least, they did already fix the Pinhead lunge bug afaik

    Ooh. I'll give him a try then. Along with Demo and Hag, he's quickly becoming a favorite of mine.

  • Of course not, but you *are* being a deliberate wet blanket. Which is why I described you as playing Hall Monitor.

    Again, I'm not doing anything wrong by focusing down one survivor that I recognize. They have established a rivalry, and I'm running with it. The cocky character never makes it out of the movie alive anyway :).

    "Smartasses get killed. We always see to that." — The Legion

  • @Pulsar said:

    I'm pretty sure you admitted to breaking two separate rules.

    • If I remember you as someone who BMed me in the past, you'll get the strongest addons/perks I have available to me, and I'll do my level best to make sure you die first.

    That's specific targeting in order to deny an enjoyable experience.

    • If you switch to items last second, I may suffer mysterious internet problems or find myself called away on urgent business. You know what you did.

    That's DC'ing and we all know that's against the rules.

    Hello, mister Hall Monitor.

    Firstly, if the tone of the OP wasn't self-evidently tongue-in-cheek, then I don't think you were paying attention.

    Secondly, if having a petty rivalry in a videogame is bannable, go ahead and ban me.

    Ditto DCs. I see a survivor do this at least 2-3 times a day. I'd happily accept a ban if they started coming down harder on DCers.

  • @Wampa1 said:

    There are many but I think a good place to start is with the MMR.

    Here's a couple. Yes, I know I'm cheating but it's impossible to pick just one.

    • Haddonfield, RPD and Badham reworked to be less obnoxious.
    • Map offerings removed entirely.
    • Pinhead lunge bug fixed and his voice restored.
    • Pseudo infinites on the above maps fixed.
    • Demogorgon's ambient sound volume reduced significantly when playing him.
    • Wraith and Slinger nerfs rolled back.
    • Boons incur a 90 second cooldown when you snuff one.
    • Boon totem 'snuff' radius increased.
  • @Mister_xD said:

    Hey all!

    in case you've missed it, i've made a Poll the other day about whether the community likes or dislikes the MMR system in order to see how the view of the community has changed (or not changed) between the latest MMR test run (with MMR being a rather controversial topic) and now after its full release.

    as of right now, it is quite clear that there is a rather big dislike for the MMR system (of course my poll cant speak for the whole community, but thats the trend i have been noticing with, at this point in time, 70% of people saying they dislike it)

    however, this post isnt for those people. This is for the 25% that did say they liked it, because i have a genuine question to you.

    So if you dislike the MMR system, you do not need to bother with replying. This isnt meant to be a discussion to determine whether someone is right or wrong, whether the MMR system is good or not - we already have plenty of those. This is just me asking a question, hoping to get some more elaboration on the topic.

    enough of that, lets get on with the question:

    the most common response i saw from people who said they think "MMR is a good addition to DbD" was, that, while they do not think it is a perfect system yet, they do view it as a better system than the old Emblem system was.

    Now my question to you is:

    what makes you say that?

    because personally i just can not understand this argument.

    in my opinion, the MMR system is actually quite inferior to the old Emblem system - my argument for that being the following:

    MMR not only fails at determining an individuals actual skill level, it actually never even tries to. all MMR is looking at to determine who wins and who loses MMR points is the final result of the game; in other words, all it cares about is whether someone escaped or not.

    This means that it does not matter how you played in game, if you make it out it is counted as a win, while if you died at any point in time it is counted as a loss - the most glaring issue with this philosophy is, that the final outcome of the match absolutely doesnt stand in any correlation to how good you actually are at this game. Lets just say you were the absolute MVP during your last trial - you did 2 to 3 gens on your own, went for a couple of really clutch saves and kept the Killer busy in a chase until the last few gens got done too, but then got downed right at the end with the Killer making sure you die on hook. Does this make you a bad player? Does this mean you played worse than the 3 people that made it out or even the Killer in that matter? I dont think so - but MMR does.

    And this is where i believe the old Emblem system to be way more advanced that the current MMR system is, because in that system the ultimate outcome of the match was only one of four overall factors that went into determining your score, instead of being the sole one. In the Emblem system the game at least tried (im not saying it was particularly good at it, but at least it actually tried) to judge you based on your actions ingame, meaning that, at least in my eyes, the Emblem system did a significantly better job at actually determining someones skill level in direct comparison to MMR.

    the same applies to Killer btw - the Emblem system actively rewarded you for playing well and giving Survivors a multitude of second chances, to ensure that you couldnt just hook someone, camp them to death and then get a NOED strike on someone else and repeat the same - if you did that then you would be severely punished by the system due to you not engaging in many chases (even losing points in this category due to a camping penalty), not defending your gens, not injuring many people and not achieving many hooks either. MMR on the other hand only looks at the overall outcome of the match, meaning if you just do that exact same thing, MMR is actually going to reward you for it, due to you achieving 2 kills over someone who played fair and, lets say, only got 1 kill but had the others on deathhook.

    In other words, the Emblem system actually tried to get Killers to play in a way that Survivors would enjoy, instead of taking the safest and most boring way possible - while MMR does nothing of the sort and actually encourages this behaviour by Killers.

    but maybe i'm just missing something here, something that gives the MMR system a clear edge over the Emblem system, something that the MMR system can achieve which was entirely impossible for the Emblem system to ever get right, which is why i made this post to ask you all to elaborate on your previous statement a bit more, so i can understand where you are comming from with it.

    thank you for replying!

    Okay, a few things.

    • Anyone who works with stats for a living will tell you the problem with polls, especially binary polls. The biggest being selection bias (only people who care about the poll enough bother voting, so it'll be skewed to the 'desired' result).
    • MMR is absolutely not perfect. It's not hard to abuse and tank/smurf. It occasionally just borks out, and matches you against either complete newbies when you are a solid intermediate, or crazy high tier people.
    • It's biggest weakness is the lack of nuance in terms of what constitutes 'skill', especially for survivors.
    • However, it's a million times better than ranks were, for anyone who isn't already very good at this game. I know, because I started learning about 15 months ago and I ended up hating the game, because I was constantly getting matched against survivors with thousands of hours played. Now, aside from the occasional 'wat' game, smurfs etc, I actually get some good matches, and if I don't want to play sweaty I can get matched against others who want to play more chill.
  • @Sweet_Potato said:

    Literally had a game against Blight where the first survivor was 3-hooked (technically 4-hooked because of ds) withing the first 2 minutes of the game. Corrupt was still up. Also had several similar games against nurses and spirits during the last couple of days.

    But yea, nerf survivors. Gen speed too fast. Circle of healing op...

    All killer mains complaining about that while such things exist should play a Solo Q 3 vs 1 at 5 gens all day.

    This game can't be balanced around both solo and SWF. And, at this point, it probably should be balanced around SWF.

    That said, those kill stats don't really mean much. You can clearly see why, if you note the 'worst' killer on the list.

    (Hint: under what conditions would Nurse likely be weakest, and Cenobite strongest?).

    Also: Hi Sluzzy.

  • @Jekyl said:

    So a killer has been and is still currently body blocking me waiting for me to DC. Is there anything that can be done about this while I have this person actively doing this? I think it sucks that we have no other recourse than to just DC and eat a 5 min ban cuz someone else was breaking the rules. There really should be something added to this game that stops collision if it's been active for a long enough time.

    Any suggestions? I'm going out to eat and I'ma let it stay afk and if it's still there when I get back I guess I have no choice but to DC. Really frustrating design.

    I've had this happen (and the survivor equivalent, before AFK crows were added).

    Your best bet - turn on whatever recording software you happen to have handy, and go and take a stroll. When you get back, report them. You'll waste 30 minutes, they'll lose access to the game forever.

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