StarLost
StarLost
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@PleassBuiltInNoed said:
Vs all the medkits and boon totems where survivors heal mid chase before killer can catch up, plague is actually strong as hell.
I've been using monitor, agitation, blood echo and lethal pursuer and I must say I've been getting 9-11 hooks in every game constantly. For addons I'm using green increased vile burge effectivity and green charge time for both purges. You can fully break survivors when hitting around 60-70% of your vile purge charge.
Monitor and lethal pursuer helps sneaking in on people early on. The faster you get your first infection, the better.
Agitation allows for very fast transportation to hooks, which is probably the only thing you don't wanna waste time on with this killer.
Blood Echo is kinda insane, even if survivors don't cleanse, you can deny most of their exhaustion perks, especially dead hard, at almost all times in mid/end-game. This makes plague chase potential epic even without corrupt purge as survivors can't just extend chase by another 30 seconds just by pressing a button.
With the buffs her power feels smooth and effective to use. She also fully counters the healing meta, which has been going on for very long and now is enhanced by boon totems.
She's a counter-meta killer and probably safely 'B' tier up from 'C' tier now, 'A' tier against overly healy or altruistic survivors. She struggles on bigger maps or anything with verticality, and loses a lot of her power as soon as you find a group that knows how to play around her.
I personally like to run:
- Plaything
- Retribution
Together these not only slow down gens substantially, but allow you to exert further pressure on top of her disease. They're actually my favorite perks at present.
- Discordance or CI
Incredible info, can often lead to infection chains or massacres with red vommy, or a lot of early infections. I'm starting to leave out CI now though, as survivors are starting to just run the timer down while hiding.
- Deadlock, Pop or BBQ
I'm still not sold on Deadlock, but it has it's place. BBQ is the norm, because grind. Pop will never not be a solid choice.
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@Raccoon said:
Previous topic had the vast majority of players saying it was fine.
Interested to see if opinions have changed.
My answer - Yes
Yes and no.
I don't like the perk, and the unhealthy and unfun playstyle it can lead to, especially with NWO.
However, it's no more busted than an SWF with multiple toolboxes popping two gens before the first minute of the game elapses, or exploiting the office infinite on RPD.
It probably needs to be reworked, but not before killers get some love in other areas.
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@Fuzzels said:
I'm not attacking anyone that wants to be high mmr. I'm just genuinely asking why it matters to you.
There's no reward. No incentive. No bonus. No leaderboard recognition. Nothing.
So why does it matter to you?
If your answer is strictly that you enjoy knowing you're a "high skill high mmr player" then alright, that's fair. But if you are stressing to reach that point, is it actually fun? Do you honestly enjoy being stressed? Are you enjoying yourself? Is the game still a game at that point, or has it become a job?
Again, it's totally ok if you want to be a high mmr player. There's nothing wrong with that and I don't meant any aggression or negativity about it, I'm just curious because it seems like the majority of people who want it, also hate playing at it.
As a fellow killer main who admittedly also stresses about winning and wants to stay at higher skill levels, I don't understand. I am asking you, just as much as I'm asking myself.
Because I want good, balanced matches at the level I play at.
It's almost as unfun to farm a team of potatoes as it is to be steamrolled by a pack of sweaty SWFs.
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@Junylar said:
The devs have already let us know they are not going to do anything with the grind. The grind is here to stay forever.
They actually said the exact opposite.
There is an unannounced system in the works to help with the grind, which they hinted might be tied to Prestige somehow.
@thebrentster911 said:
I think it would really help reduce the BP grind if perks didn't have 3 tiers to acquire on the blood web. All perks should just be acquired at tier 3. That way, the same perk doesn't appear on the blood web as much, survivors and killers can get perks and full builds quicker, and you will have more BP to level up more characters quicker.
For just fully leveling up a perk from 1 to 3, it takes 15K BP. That doesn't include the additional grind to have the perk appear all three times. There are so many perks now that it can be very difficult to have the perk you want to appear on the blood web three times. I believe the less RNG the better.
This will also help new players by acquiring perks faster and having more builds to play with sooner.
What do you guys think?
Honestly, WGLF and BBQ should be baseline on all survivors in terms of the BP gain (not the other effects).
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@FranzDerPalme said:
https://forum.deadbydaylight.com/en/discussion/comment/2598264#Comment_2598264
Dude what the actuall **** do you just want the game to be boring as hell? First of all, the Items that survivors can use are not infinite. Even if they bring a toolbox or a medkit it will depleat, or you can just bring frenklins and depleat it for them.
Second of all, there are many add ons for killer that are super easy to use, like the "bring more hatchechts to the match" for the huntress or the "Your traps are gonna open themselves rdmly" for the trapper.
Like what do you excpect from the game, do you just want the survs to go and hook themselves on the hook for you or what is that about? Especially you're describing only the case that all 4 survs are rushing a gen, what is almost never the case in my experience except if you play against a 4 man swf and even then it is not guaranteed that they will do that. Often there is one who is beeing chased and the other ones might do a gen. If you play solo though you're happy if 1-2 of your m8s are doing genereators, because in my experience there is always this one person who is hiding as soon as he has terror radius, one is always just running around the map, and one is beeing chased.
The opposite, actually. Although I love the cute attempt at a strawman.
The game is at it's best in the chase/evade loop.
When you have 3 gens pop before you even get a real chase, thanks to PYT+BNP - that's boring.
What I want is:
- Weaker killers and addons brought up to snuff.
- RPD, Badham and Haddonfield reworked to be less obnoxious for M1 killers.
You do raise a fair point though - this game is impossible to balance around both solo and SWF. I'd say about half my games are at least against a 2-3man SWF.
The answer is to inflate the MMR of SWF groups as a lot of other games do to premades, so that solo types will have a larger pool of killers at their MMR to pull from.
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@shelobster said:
I haven't seen a survivor with more than ~50 hours in DBD this week. There's something wrong with the matchmaking and they know it. Probably why they extended the event because the challenges are impossible to complete now with the games as bad as they are.
I have no idea.
I'm a sub-200 hour player, and a lot of that is me goofing around.
On killer, I was getting matched with 2000+ hour SWFs until today. Now I'm getting much better matches.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2600077#Comment_2600077
I agree with you.
Loss after loss for many, many games, 0k or 1k, then the game throws me a bit of pity, roughly a 2k or 3k, before getting slaughtered again game after game.
It seems I have to lose 10 matches before my mmr drops a little. Win 1 and it raises a lot.
Killers I have not ever played I actually get slaughtered with. Twins took plenty of games to get an average score with, same when I first started playing Demogorgon.
There is definitely something wrong with the way killers mmr are being calculated. This is probably why they never want us to see our own mmr rating.
It seems like it was fixed between yesterday and today.
Give it a try.
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@RioIT said:
The DC penality is just bad and need to be removed. People who defende this ban have problems
Hell no.
It's just miserable to play as killer (or solo survivor) with no DC penalty.
- I down someone: 50% chance of them DCing.
- I hook someone: 75% chance of them DCing.
- I find someone early: 20% chance of them DCing.
- I exist: people DC.
It also means that I get less BP, and 3 random survivors get trolled.
@Parazitul said:
Hello , the killer disconected on the middle of the game and it gave me an matchmaking ban! This ban is dangerous ? Can i be permanetly banned for this ?
You won't get a DC penalty for someone else DCing.
You DCed and, due to the lag, thought the killer was standing still.
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@nanasi_K9 said:
https://forum.deadbydaylight.com/en/discussion/comment/2599250#Comment_2599250
Thanks for the very detailed explanation! It was helpful.
As long as it's not against the rules of the game, it's probably wrong to complain.
I do feel a little bad about being played for their videos though...
I'll try to play more careful with streamers, pros and veterans in the future.
Yes. Just drop those lobbies, or any lobby with survivors in a 'blighted' skin - these are usually hackers.
It seems like SBMM is working properly again this game, so hopefully you have better matches now.
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@ohheyitsbobcat said:
The heads that move on Sanctum of Wrath. I always thought they were pretty cool.
I've heard people mention the Devs saying there was another hidden Easter Egg on that map that no one has found but I don't know how true that is.
Maybe the 'groaning' hook?
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@greed23 said:
All my matches, as survivor or killer, have been cancer. Hard to tell if its the fact that BHVR, in all their infinite ######### wisdom, decided that they wanted MMR in a CASUAL game (It's casual, stop ######### kidding yourselves BHVR) with no indication of what your actuall Skill level is; Or, if its because everyone is sweating their balls off regardless of their ######### SBMM level so that they can reach Red Ranks for the Bloodpoints because again, BHVR's team decided "Haha won't it be SOOOO fun for everyone to feel like they have to grind and be super sweaty to get to red ranks for the bloodpoint reward, and they have to do it all in a single month meaning even after rank reset people are still going balls-to-the-walls hard because an arbitrary deadline's been imposed before they get reset to ash and people have real lives outside of DBD? Hahhahhha We are GENIUS!" while they plug their ears and ignore the entire community saying they don't want MMR and without ever asking us if we wanted this stupid "Sweat your balls off for the whole month to get back to red ranks from ash for some stupid bloodpoints?"
I can't even have fun in DBD anymore. If I'm not running Ruin, Undying, Tinkerer as killer or DS, DH, BT, and UB as survivor, I get bodied. I can't try fun builds anymore, I can't solo queue, I can't even try new killers because, regardless of a player's SBMM skill (that we CAN'T SEE), people are all trying their hardest to rank up. That means slugging killers, and survivors that bring all the perks that make killers feel powerless as they take BT hits for people who unhooked them, then DS you 59 seconds later, only for you to get flashlight blinded immediately after.
A 2k or a 2 man escape does not feel good BHVR. Stop lying to yourselves and listen to the god damned community for once in your professional careers.
I'd be happy to let players see the old MMR.
The old ranks system was terrible. It was way easy to smurf, and red ranks had such long queue times that BHVR had to disable killer matchmaking protections for almost a year - and as someone trying to learn the game, that was cancer. As a green ranker, I was constantly facing SWF smurf groups who'd roll me, or purple/red rank SWFs game after game after game. I had to play super sweaty, and I hated it.
Now, I get to play the game how I want. And that is to be a bit more chill, try some unusual perks, learn some new killers etc.
MMR is a million times better.
But here's how MMR works:
- If you play sweaty, you'll ideally get sweaty opponents of a similar skill level, until you even out at 2 kills a game. Getting 2 kills is the goal of killer. Consider anything else a win, and a 2k a good game.
- If you play chill, you'll ideally get chill opponents of a similar skill level.
TL/DR: If you want more relaxing matches, chill out a bit. Try some goofy perk combos, make sure to 12 hook etc.
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@KayTwoAyy said:
If I can 4k with 4 hooks, what really is my incentive to do anything else?
I tend to set my own objectives based on the sort of game it turns out to be.
- If I'm crushing early, they get a DC and AFK etc. I'm going to 12 hook and I may just let a few escape intentionally. Especially if they are nice.
- If I'm up against a sweaty SWF or someone that BMs...everyone dies.
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@JHondo said:
I know it's just anecdotal but most games I get a DC in are when I am hard tunneling a survivor right off the bat... I know I can't say much by just your screen shot alone cause that's no evidence to go off of.
Due to the DC penalty most survivors that want to give up will let go on hook, attempt to farm, or go afk.
Unless Starstruck is just unbearable to some players but only one brought a flashlight and that tool box isn't equipped for sabo plays.
It depends.
With the DC penalty on, it happens maybe once every 10-20 games. I never tunnel intentionally unless it's someone that teabags or flicks me, in which case - yeah, you go ahead and DC because I'm going to kill you.
It generally happens when someone is already dead and I hook the next person, or occasionally when I first down or hook someone.
When it's off, I see it every single game.
@SarahSweeney1717 said:
This is what happens every single time I try being the killer! It makes the game totally irritating and unplayable! There should be more penalties for this its not fair to anyone. Before you even start the argument "oh if I'm not having fun I should have to play" if that's the case don't play a game where the main objective is for a killer to KILL survivors!!!
The DC penalty is back, and some survivors don't seem to realize this yet. The joke is firmly on them.
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@Brokenbones said:
The 2 specific bodies you can find in Gideon's Meat Plant
One is the woman who was frozen to death in SAW III because Jeff is slow
And the other I believe is meant to be the body of the dude in the first film who's name escapes me. Either that or It's meant to be Dr. Lawrence Gordon even though I don't think he died (?)
Yeah it's the other dude. Zep?
@Aurelle said:
The clock tower puzzle in Midwich.
Huh.
I've literally never seen this.
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2600398#Comment_2600398
Leave Slow-Man Jeff outta this man he tried his best
Oh man that character annoyed the stuffing out of me.
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@EntitySpawn said:
Could we maybe add more servers or fix the desync issue which is the real problem?
Doesnt even matter about your own wifi if you're placed on a server not close.
People dont choose to be out of sync, the whole of eu goes on 2 servers... it's not really the killers fault if they see the survivor different when they have no choice.
I'm all for things working but definitely a change to servers would help.
It's tricky.
I'd love this, but DbD is at an...awkward size.
It has some popularity internationally, but it's not COD or even PoE popular. The audience is quite diffuse, but not large enough to justify or finance dedicated servers worldwide.
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@Sandwich_Jesus said:
like i hit them before deadharding even takes place on my screen but instead they scream as if i hit them but they take no damage and just run off.
is this due to the "fix" with deadhard?
It's the new DH change which...urgh. Yeah, is kitten-eatingly frustrating because by the time you've registered that despite you getting the hit, and getting the visual indicator for said hit, the survivor isn't downed and has now covered half the map and is happily doing a generator.
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@FearlessHunter said:
Not saying I would want this to be a thing but with how many people say gens get done too fast I wonder if a secondary objective wouldn't be too bad to implement.
My idea would be that survivors need to find fuel before they can work on a gen, there are 10 fuel canisters around the map to prevent killers camping the last one or survivors holding one hostage. Once they put the fuel in the gen it can be worked on for the rest of the match. Only 1 fuel canister is required per gen.
Again I don't think it's really needed but with how many people are saying games go by too quickly I wonder if it may be an idea worth considering. :)
It would take significant work, but I'd like a secondary objective themed around each map.
Gas on Autohaven, floodlights on Ormond, punching yourself repeatedly in the groin on RPD etc.
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@TheDuhJ said:
You right, but I can still get to rank 1 so they can't be that great...
Ranks really only reflect time invested now. They have only a tangential relationship to skill.
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There is something funky with matchmaking right now - I get a ton of TTV groups with thousands of hours played to my sub 200 who absolutely smoke me, time and time again.
@Fuzzels said:
So you're saying that when you played a killer you've hardly maybe even never played, you got baby survivors, and when you played killers you are far more comfortable with, regardless of not playing killer a lot you are still more familiar with them, you got stronger survivors?
That sounds like exactly what the devs have stated they want to happen.. I'm not understanding your issue
See above. Something feels off with killer SBMM. Regardless of how much I lose, I only seem to get stronger opponents. Pre Halloween patch, I had mostly even games.
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What he/she (and I) are saying is that the person who created a piece of media should be immaterial to your enjoyment of that media - or more accurately, other people's enjoyment of said media. It's in no way an endorsement of that person.
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2598546#Comment_2598546
There is no circumstance possible where I will support someone getting cancelled for a out of context tweet
however, a out of context tweet does not compare to abusing a child and having lord knows how much child (I am not saying what it is but it rhymes with photography)
Victor ruined a child’s life, and indirectly supported ruining the lives of many more, under no circumstances does that warrant forgiveness after his sentence was served, and if what people say about his behaviour on the JC2 set is true, then he hasn’t changed in the slightest
i’m all for separating the art from the artist when the artist happens to have opinions that most people find uncomfortable, molesting a child and watching videos of other children going through the same thing is not something you can just ignore
your willingness to forgive people is admirable, really it is, but if we are willing to forgive the ######### Victor did then were do we draw the line?
@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2598946#Comment_2598946
Of the crimes or slights against others I'm willing to forgive, ######### and Pedophilia aren't among them...I guess I should have lead with that. Honestly, I'm willing to forgive many actors, directors, and members of the entertainment industry for their crimes, but those 2 and premeditated murder are by and far ones I cannot let pass.
Point of fact, where pedophilia in particular is concerned, due to personal reasons, I can no longer see those convicted of it as anything that classifies as "human". The definition of a "Monster" is a creature that traditionally and intentionally preys upon the innocent, and what is more innocent than a child? When Victor Salva first started directing, he was a person, but when he took advantage of the innocence and naivety of his minor actors to satisfy his own perverse needs, he became a monster. Try as he might to reclaim his human status, be it through repentance or time served, I still can't regard him as such due to my own experiences and hatred for this kind of monster.
Child predators and Rapists are known to take advantage of the court systems, and more often than not, become repeat offenders regardless of how much they've "paid to society", and I just can't bring myself to trust, much less endorse/fund someone like that. While he may not have re-offended to this date, that little voice of doubt rings in my head that says "that we know of" or "yet", especially after that information from the Jeepers Creepers 2 set emerged.
I admit, I may be in the wrong on this, and he may finally have earned his 2nd chance, and doesn't deserve the hate everyone gives him... but if these forums here are having THIS much of a difficult time of it over his past just from a simple post asking if it would be possible to get one of his creations established in DbD... do you honestly think any company, like BHVR, would ever want to associate themselves with him or any of his Properties?
The Creeper is a great character and idea, I'll grant him that, but unfortunately the source of it is outright destroying the chances of it ever becoming part of DbD due to his infamy. Honestly that's actually kind of ironic, considering that they are willing to put a character that is, by cannon, a pedophile in the game. I guess when it's a pretend one, it's not as bad as the real deal.
Again, it's not forgiveness or forgetfulness. He certainly shouldn't be allowed around kids unsupervised. Honestly, he should have served a much harsher sentence. There is no point in time where what he did becomes acceptable. If I had my way...yeah, I'll stop there.
What it is, is respecting the system and not engaging in the sort of soft vigilantism that has become so endemic of modern online society, particularly in 'progressive' spaces. It's not our place to hand down additional punishments after the legal system has done it's part, whether or not we agree with the outcome. And yes, it's not always easy or pleasant.
Beyond this, unless it's an autobiographical piece, the artist is immaterial to the art. And more-so, it's immaterial to the enjoyment of said art by others.
@ShinobuSK said:
I only liked the first movie so dont really care about the new one
Agreed, I hate the movies after #1.
That said, #1 is in my top 10 modern horror movies. It's a good film, genuinely creative and spooky while never taking itself too seriously.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2598519#Comment_2598519
where's my donuts then????
Whoops.
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@Laluzi said:
While I agree that there isn't really anything to be done to slacken the DC penalty (we've seen on many occasions what happens when you turn it off, and it's bad), I do wish there was some attempt at working in reconnection. On several occasions, I've been ejected because my provider derped out for about ten seconds; if DBD didn't immediately eject you and your client sought to reestablish a connection to a stalled-out game, the match could have carried on without any real disruption. DBD matches aren't long enough that you can reconnect after your computer crashes or the like, but minor blips in service don't need to be the end of the game and it'd definitely be a relief to players using public connections. Seriously, I'd have hated to have found DBD while I was still in college...
I'd be totally down for this. It's probably tricky to do though from a technical standpoint, very few games have managed to implement this well.
@AoKenshi025 said:
Okay but the event is only for like 8 more days. I'm playing to try and get the skins for the new survivor. I don't want to chance losing out on the new skin or have to wait another year for it? Also when I do play it's generally with two or three of my friends, and were not super competitive anyway. That's also why I'm saying they should let people reconnect. Also what is really annoying is that it's only this game that I have problems with. At the end of the day this is just a game. I want my costmetics and If they're going to have the penalty then they need to have a way to let people reconnect in case it was just a technical issue.
Yes, it's understandable. You'll have to figure something out, or accept that you won't be able to get those cosmetics. That's life, sometimes.
Thing is - other people, both killer and your allies - also want to play the game properly.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599266#Comment_2599266
That's simply not true.
What needs to happen is that all meta perks need to be gutted, then we can look at the base game.
This is an anecdote, and probably not an accurate one (if it is, then you are playing at a really bizarre MMR).
- A lot of regression perks have no or negative synergies with each other. At best it winds up being overkill. You'll regress one gen to 0% but will eventually lose a battle of attrition without any info perks. If I recall, the most commonly selected Killer perk was BBQ, and has been for ages. Watch some good killers - the only time that someone would run this sort of loadout would be a gag build.
- 3 players up is fine. At worst you lose 1, which is what BHVR have said is the intended result of the average match (2 kills, 2 escapes). Below 3 players - if he pulled that off before NOED activated, you were outplayed and he probably deserves more kills.
- If he slugs rather than hooking, you win (it's way harder to guard a slug). Don't be altruistic, loop him until the gates open and split up. Once one gate is done, everyone head there. He'll either hook the slug, or try and get you. Either way, just leave.
- And yet this thread isn't 'gut all meta perks' (which would amount to more survivor perks being nerfed than killer perks). It's another 'nerf NOED' thread. This is actually an excellent example of a Motte and Bailey fallacy, haven't seen one of those in a while.
@Vizikk said:
https://forum.deadbydaylight.com/en/discussion/comment/2599288#Comment_2599288
Getting to see your posts more and more on the forums leaves me begging the question: What do you think the meta perks are? Do you mean all meta perks, or just killer meta perks?
The latter, obviously. If it wasn't for his post count, I'd assume he was another Sluzzy alt.
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@gatsby said:
The introduction of Boons has finally given Survivors a reason to look for totems and effectively ended the Ruin/Undying meta in the process (only a few fast paced slug heavy Killers can run Ruin/Undying now its suboptimal on most Killers).
Here are perks I have been getting consistent use out of that I overlooked before:
DEADLOCK: very very reliable slowdown. this perk will save you a minute or two of generator time regardless of how much map pressure the Killer you are playing has.
CORRUPT INTERVENTION: also very reliable slowdown that's universally good on all Killers. it requires some map control and good early chases to really optimize but its potential can't be ignored.
NO WAY OUT: notice a trend? the most reliable endgame slowdown. allows you to take chases after the generators have popped and still have potential to get kills from it. less snowball potential than No ED, but no risk the perk will be prevented or removed early.
All three of these perks focus more on reliability than a risk/reward playstyle. They won't necessarily carry a game by themselves but they will normalize your games so you don't get ROFLSTOMP gen rushed.
I've experimented with these and they all have problems.
- Deadlock can lead to a situation where you wind up with a lot of gens at very high progression at the same time, which can be even worse than one gen popping. Coordinated groups will play around it once they know it's in play and it can backfire horribly if you don't have a second means of regressing gens directly.
- CI is a good perk, but very map dependent. Smart groups will either ignore it and go do totems (or just hide until it's over). It can also very easily lead to a terrible gen spread in the lategame.
- NWO is it's own thing. Usually paired with NOED for maximum impact. It works well against altruistic groups, but against people who are willing to just sacrifice someone all it does is land you an extra kill, if you are lucky. It also necessitates camping and/or slugging, which is a style of play that annoys a lot of people.
That said, I haven't seen survivors cleansing any more since the patch. Boons are usually lobbed onto the closest dull to whatever gens are being done, and those spots would probably have been checked regardless.
These days I like to run:
- Discordance. Unless you are on RPD, this will generally let you get to a gen being rushed and probably hit multiple people/down someone.
- Plaything. Holy crap do I love Plaything. It either slows down survivors amazingly well, or sets you up for some spectacular jumpscare/grab moments. If I don't run this, I run Devour Hope.
- Pop or Surge (well, Jolt now I guess) depending. If I'm a killer with an instadown, Jolt. Anyone else - Pop.
- BBQ (if I want to farm BP, so usually BBQ) or Retribution (if I just want to win, ridiculously good synergy with Plaything).
This is my pseudo-meta loadout when I'm anticipating a hard game. It's probably my absolute favorite loadout right now.
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@AoKenshi025 said:
I think the penalty for disconnection is way to harsh. Don't get me wrong, I think it is crappy to DC intentionally but it's not fair for those of us who DC because of crappy internet. I travel for work and am currently in a hotel and I keep getting DC'd which penalizes me. I won't be home for a week and I really want the new cosmetics but I'm scared to play as well because I don't want to get banned for 2 or 3 days. Plus I keep losing progress on my rift stuff. Played a match mad it to the exit gate, and had down two of the tangled gens just to get dc'd and lose the progress on those gens. I get why there is a penalty in place but it really sucks for those who's disconnections are out of there control. :/ I'm just trying to play the game. I also wish they wouldn't kick you out immediately. At least keep the persons avatar in the game in case they do get dc'd from internet problems with the chance to come back. I'd rather the game crash or I get dc'd and have the chance to come back even if I'm on a hook than to get dc'd and just get a penalty from it.
It might not seem fair to be punished for having a poor connection.
However, it's even less fair to the 4 other players in the match with you for you to play with a poor connection. A single DC'd survivor, especially early on makes it all-but impossible for the other three to win, and puts the killer in an awkward position if they care about a fair game.
Just play something else for the time being, and enjoy DbD when you get home and have a stable connection again. Believe it or not, that's the right thing to do.
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@dallasmedicbag said:
The Spirit deserved every bit of nerf handed to her, and so she's not as cheap to use as before (why it took a year for them to fix her, i don't know). However, her addons are still disgustingly overpowered in my opinion. A common addon combo I encounter from Spirit players at reasonably high MMR is the purple amulet and ring (25% speed increase with 3.5s longer phase) and purple cherry blossom with the ring (40% speed increase with killer instinct triggering at 4m).
With the latter, it is pretty much impossible to escape from a chase when she can just phase for a few seconds and catch up to you, and you'll definitely be nowhere near a pallet. Retracing steps to mindgame scratchmarks won't even matter, and walking/crouching is just silly as the Spirit moves 4 and 5 times greater with the ring respectively, thus killer's instinct would instantly trigger anyway (4m is a pretty big deal).
What do you think? Her basekit seems fine and fair now, no more easy 4ks with minimal effort, but these addons... they pretty much negate the nerf to her. Here's a video representing what I'm saying:
https://www.youtube.com/watch?v=hwETFQiAeHw
p.s. I strongly believe the devs should change the difficulty label on her, she is most definitely not "hard" to play when compared to blight and nurse. maybe intermediate if I'm generous.
No.
DbD recently shared the metrics of killer kill rates, and I don't think Spirit was even that close to the top.
She was only really a problem in high level games, and that was solely because of her mindgame potential and addons, which were what was nerfed.
This addon in question isn't even all that strong compared to some other addons, or survivor iris like BNP.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599242#Comment_2599242
Helping them prior to changing NOED will make it even worse than it is right now.
It's unhealthier than I am and that's saying something
I don't think so. Right now the priority should be bringing more killers, killer perks and addons up to snuff.
NOED is strong, but it's not unbeatable and there are things you can do to counter it.
- A big part of what you should be doing is trying to determine what perks the killer is running. Most of the meta perks are either very obvious (CI, Pop, Ruin etc.) or somewhat obvious (Discordance, Starstruck). If you notice that the killer has 1 'blank' spot, probably 2 (smart killers run NOED with NWO) you'll need to anticipate it.
- If you are in a coordinated group, focus on running the killer while someone finds and cleanses NOED. By that time, NWO will have expired and you can leave. If you are solo, run out the timer and leave.
- If the killer gets a hook, don't go and unhook until NOED has been cleansed.
- If all else fails, leave the person on the hook and leave. NOED is only really strong against altruistic groups.
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@nanasi_K9 said:
Hello from JP Forum. Sorry if the same topic already exists.
Does anyone know how the rate calculation works when SWF does the matching?
I'm a killer who is at a very low rate. (Kill count is 11 in the last 200 games. Do you think I'm not suited for this game?)
However, I was matched with famous streamers and high-tier tournament players.
And in that case, the friend looks like a very low rate in SWF for the most part.
If it were possible for a higher rated player to intentionally join a lower rated player by SWFing with a lower rated friend, this would be a very big problem.
Hi there. Spent a long time in Japan, so I'll help you out.
- No, nobody knows that. However, as far as we know, survivor MMR in SWF groups is based either on the average of the members, or the highest member.
- There are a lot of streamers that 'smurf'. In Dead by Daylight, smurfing means that you lose a lot of games on purpose, either by AFKing, dying intentionally or DCing. They do this to drop their MMR really low so that they look good on stream. It's a scummy thing to do, but unfortunately not against the rules.
- Recently, the DC penalty was removed, meaning they were free to do this over and over again, now having very low MMRs.
- -Or- Something about matchmaking has been disabled or broken on the killer side.
While my kill rate isn't as low as yours, it's also probably not very good. I'm also running into a lot of SWF groups with 2000-4000 hour players in them.
Solutions:
- If you see anyone with 'TTV' in their name, leave the lobby immediately.
- If you can check someone's Steam profile and see a lot of hours, do the same.
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@Pulsar said:
After many years, I'm finally on-board with a change to NOED. I don't think it's a healthy perk for the game.
I've been seeing more and more Killers use Corrupt, Ruin, Undying and NOED (or some variation of that) and they are not bad Killers. They are good players and are getting 6-7 hooks and a Kill by the time the gens are done. NOED in the hands of a semi-decent Killer is more than the last ditch effort perk it was supposed to be, it's a guaranteed value 2K minimum perk. Before people get too upset, I don't want it nerfed. It can stay at the same power level, it's just how it is now is not good for the game.
Most Survivor players (especially Solo Q) do not have the time to look and scour the maps for totems. Maps like The Game, Hawkins or Midwich are especially good for hiding totems and it only take one singular dull totem to activate NOED.
Again, I don't necessarily want it to be nerfed and I do not think it is overpowered, but I do want it to be changed as I believe it is unhealthy. Perhaps to a reverse Corrupt Intervention, "After 3 gens have been completed, the Entity blocks 3 of the 5 remaining gens in the Trial for 60 seconds." I dunno, just an idea I had, didn't put much thought into it.
What are your thoughts?
I agree that NOED probably needs to be altered - but there is such a thing as timing.
Killers are getting shellacked right now.
Let's start by helping the underdog side out for a bit, then we can talk about kicking them again.
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@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2598946#Comment_2598946
You never even acknowledged my compliment! :( cries
Oh.
Thank you!
@pushkina said:
If that happens I will leave the game. I have personally seen what it does to a human being to be sexually abused as a child. I heard a scream because she had a flashback to that time and I will never forget the scream that came from her. it's the most haunted sound I've ever heard. Just thinking about that scream makes everything turn in me.
Yes, this sort of thing is horrific.
That said, putting a character into a video game is in no more an endorsement of this than putting Cthulu in your game is an endorsement of racism.
Don't let people you hate taint the things you enjoy.
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@Vampwire said:
Seriously people are being wayyy too dramatic about this change. All you have to do now is plan your shots instead of reaction shooting. He can still do everything he did before just as good as he always could. You can still reel around corners and zone. He just cant zone you solely because he exists. That was the problem before. It was unfair gameplay for the survivor side since all you could do was guess. You could only rely on the Deathslinger being bad at the game to not die. This change is just an objective positive for the game.
It was a nerf to a killer that was already mid-tier at best.
If he was 'unfun' to play against, then he needed compensation elsewhere.
This goes for the Wraith nerf too.
When people say 'dead', they aren't saying 'you'll never get any kills ever and it uninstalls your game when you pick him'.
People are saying 'this guy is going to not only be weak now, but also janky and not fun to play'.
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@gaming_boss said:
I used to be a tapp main before sbmm came into the game. But now every time I play him I get the sweatiest players, even though none of my matches before ir after playing him are as bad. For example I play bill for my first match of the day and I get a trickster. Then I play zarina and face a hag. But as soon as I play tapp I have to face a god spirit, who’s cream of the crop,with the best addons, best perks, basically all of the trimmings. Then I’ll play quintin and face an afk wraith. What do y’all think. Do I have a point, or do I need to get a grip?
Okay, take this with a grain of salt as it's impossible to know conclusively, but myself (and several others) have noticed that the Halloween patch broke something with the SBMM.
On my 'good' killers (the ones I know well, and probably have a decent middling MMR on), I get okay matches.
On my 'weak' killers (the ones I'm learning, with low MMR) I get absolutely crazy match-ups against people with thousands of hours playing together in an SWF, a team of complete newcomers or a combination of the two (it's usually a crazy 3-man with a complete newcomer 4th).
I think the removal of the DC penalty allowed a lot of people to rapidly sandbag their MMR for easier matches, and now things are all over the place. Either that, or they disabled it for some reason.
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@Mileena_Kahn said:
I’ve played solo que for most of my day and have noticed that myself and my teammates have been tunneled and camped in almost every match. The crazy part is that the camping starts At the beginning-middle of the game which makes no sense, I could understand if it was endgame then yeah… cause the killer has no other option. But players like this make the game extremely boring. I’ve noticed it’s mostly the nemesis players that do this. Keep in mind it’s SOLO QUE, so there’s no telling who’s going for the save, who should stay on what gen etc.
If you are using boons, with how spectacularly busted they are right now - expect to be tunneled down and camped out. Sorry, not sorry.
Also - SBMM is really wonky right now. It could be that killers have been put up against ultra BM SWF sweatsquads with 20x their hours multiple times in a row and are now used to having to play sweaty themselves (while being seriously PO'd).
I know from my own perspective that I'm going in a lot harder game-wise, because I've had so many SWFs just totally steamroll me recently and teabag me all the way to the exit gates that I'm just looking to kill someone ASAP to stand a chance. By the time I realize that you are of a similar skill level to me (and not dozens of times better), it's probably too late.
@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2598772#Comment_2598772
If you think killer is bad now then you'd probably lose your ######### if you played during 2017-2018.
A very different time, where almost nobody (devs included) knew what they were doing. Killers also had fancy toys back then, like classic Ruin.
'Things were worse at x time so your complaints are invalid now' is a silly argument.
@thrawn3054 said:
These comments, I swear nobody has a sense of this games history anymore.
@topic since mmr why would killers do otherwise? All the system cares about is kills now. It's practically begging you to tunnel.
If you care about MMR, sure. Which is how it's supposed to work.
Play sweaty and your MMR will rise, so that you start getting matched with equally smelly people.
Take it easier and you should be matched against more chill people.
It was actually working fairly well, before this patch. No idea what got broken.
@Sluzzy said:
Something desperately needs to be done about tunneling. At least 8 out 10 matches a person simply tunneled out of the match. I can't imagine the devs ignoring this much longer because it is totally unfun. Either decisive strike needs to be massively buffed so killers are discouraged from it or a builtin mechanic to prevent it.
OP - protip. If Sluzzy agrees with you about something, that's pretty much proof positive that you are wrong :).
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@Rancid_Discharge said:
Here's the catch, unless you're a top 1% nurse or blight main you really can't have fun
I...could.
Before whatever the Halloween patch did to SBMM, I was able to 'play my way' - focusing more on fun perk combinations and trying to scare survivors. I was put up against other 50-200 hour players who I could probably get 2-3 kills against without playing super sweaty, giving them unhooks and not caring about slugging, or running meta perks.
Since then, maybe half my games are up against the .TTV SWF types with thousands of hours more than me who play for the 4-out regardless of BP gain or enjoyment. They are also without exception incredibly BM. The rest of the games are evenly divided between complete newcomers, pretty obvious hackers (so many legacy skins out there right now...) and the occasional decent game.
I'm also literally getting RPD and Haddonfield multiple times in a row, with barely any other maps in between.
Oh, and boons.
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@Wraff said:
Legion? Wraith? Twins? Trickster?
Which Killer do you feel was the greatest failure in terms of design and why?
Pig. So much potential for a 'Saw' themed killer. Blah execution.
Freddy. See above. At least his former incarnation was powerful and fun to use.
Pinhead. My second favorite horror film(s), and it feels like my toolkit is so niche that in many games, I barely get to use it.
Trickster. Not only does he feel like he's from a totally different franchise thematically, but...yup. That's going to be our 'Joker', everyone. Enjoy.
Deathslinger. As cool as it is conceptually, he was just never going to work mechanically in DbD and is now borderline unplayable. He needs a total rework.
Nemesis. Really...that's what you got from the character? 2 buggy zombies and a tentacle?
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2598556#Comment_2598556
I'm not the kind of person that bullies or instigates a mob of sjw's against people for their opinions, nor do I like the idea of ruining someone's life over them (cancel culture) as I believe that they have the right to say whatever they want, just as much as we have the right to debate, argue, bemoan or ignore them for it... but not the right to attack them. I'm more of a "I disapprove of what you say, but I will defend to the death your right to say it." kind of guy.
However, I DO hold people accountable for things they've done, and through their actions, have caused others painful consequences, especially if what they did created victims of innocent people, and said consequences still linger to this day. Victor Salva falls under this category of people. Creative though he may be, paying him for his art feels dirty upon learning/knowing what he's done. Even on the set of Jeepers Creepers 2, the staff had to keep him at a distance from all of the young boys in the cast as he was apparently overly friendly with them, and when he couldn't get close to them he started making unnecessary demands that there needed to be more scenes of the Minor aged male actors showing off more skin (shuddering in discomfort here). He may have never re-offended, that we know of, but considering that information from the JC2 set, I would argue that it's not because he's a changed man, and more because no one was stupid enough to let him.
While you do raise valid points about "forgive and forget", some things are just too hard to forgive, and no one will ever let him forget it. If that means boycotting his art as a way of informing him his work is unwelcome due to his infamous past, as nothing else will hit as hard as a loss in his bank account, then I'm all for it.
https://forum.deadbydaylight.com/en/discussion/comment/2598657#Comment_2598657
So they paid him for the rights to make the movie, but the question is... will he still get royalties from the movie sales? or do the makers of the new movie now own all the rights, and are the only ones who will make a profit on the franchise from here on out?
If it's the former, then BHVR will not likely bring the character to the table for licensing negotiations.
It's not a matter of forgiveness or forgetfulness.
It's a matter of practicing what we preach as a society. It's all well and good to say 'I believe people can change' or 'it should be about rehabilitation as well as punishment' - but too few people actually adhere to this in their own lives.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2598588#Comment_2598588
There is a huge difference in the people and the reasons people wanted them 'cancelled.'
Notch is a guy that has ######### opinions.
Salva is a convicted child molester.
Notch did literally nothing wrong, but that's a very different discussion.
On topic:
Are you in favor of the death penalty, or mandatory life-imprisonment for all felonies?
If not, then you probably accept that people have the capacity to be remorseful, and to change.
This is a cornerstone of the modern justice system - rehabilitation.
If you insist on ostracizing and persecuting someone in perpetuity, you make rehabilitating them impossible. And yes, this means that sometimes you will need to apply this to someone who is an utter scumbag.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2598538#Comment_2598538
you new to the game or something? you ever played killer with actual infinites? two window shack? multiple exhaustion perk activations in a single chase? killer is easier now than its ever been... Not saying it perfect but its easier.
Comparing the game now, where the meta is mostly figured out and even intermediate survivors know how to abuse gyms, spin-techs and dodge BBQ with lockers to the Wild West of years ago where almost nobody knew what they were doing (including the devs) is disingenuous.
Plus, there are still infinites and exploits.
The office in RPD is my best example. Multiple safe vaults with a barrier separating the walkable area. You can't even mindgame it and have to just peel off if someone goes in there if you are playing an M1 killer - even at BL3 you won't catch them (and this is being abused in tons of matches now, survivors just immediately run there). On top of all the other shenanigans of that map, never changed and probably never will be.
Hell, there are still spots on farm maps where survivors can crawl and be impossible to be picked up.
Plus: Ruin was nerfed, then nerfed again (second nerf amounted to a blanket nerf to all hex play). A lot of the stronger addons/tools killers had to work with have been nerfed.
'I was worse then so don't complain now' is not a strong argument.
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@xEmoGirlxAlexisx said:
First hook = 2 - 3 Gen ready
2nd hook = another Gen ready
3 Hook ( when u even able to get it ) = Last Gen Ready
Really every Match ever against a Survivor Team that arent Potatoes it feels so scripted
U cant really Play as Killer except u are a Nurse Main or gets noob Survivors thst makes many faults or doesnt make Gens
The worse thing the Devs are happy whit it that Survivors are so strong The Answer from the Devs in the Last Q&A Stream about that Killers are so weak was " Then Just Play Survivor " 🤷🏻♀️
That's honestly the best case scenario.
I'm taking a short break, because this was about 75% of my games on Monday:
- Game starts, Discordance pops almost immediately. Gen is done before I get there, survivors are gone.
- Another gen pops within 30 seconds.
- I catch a glimpse of a survivor dropping down into the main hallway of RPD, I pursue and they run straight to the office infinite, teabagging all the way. I peel off, and another gen is done.
- I finally get my first hook, and gen #4 pops.
- By the time the final gen pops, I've eaten every Dead Hard, Pallet, Iron Will, Borrowed Time, Styptic Agent and DS in the game. I've gotten at maximum 1 kill, if that.
- Survivors teabag and flash me from the exit gates until I chase them out.
- I check after the game and the survivors are a 3man SWF with about 5000 hours between them.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2597330#Comment_2597330
I mean, the change makes sense and I do think Dead Hard should have been changed to revolve around what the server determines as a hit. Even if I don't like it, I gotta admit it had to be done.
---
That said, that first sentence reminded me of the flashlight and pallet stun "bug fix" where killers could get stunned at any time during the animation. That was considered an intended mechanic being fixed at the time rather than a buff as well.
But I gotta say, when a bug lasts so long that people get so adjusting to playing around it, I'd hesitate on saying that fixing mechanic's affected by the bug isn't a buff or a nerf. It's definitely making a popular perk stronger than how it's been for a long time, so in that way it's more like an indirect buff.
I say this just in case anyone's frustrated with the terms, or feel they're being treated unfairly by having something they dislike get stronger with a denial that it is getting stronger.
Heck, to anyone worried, if this change did make Dead Hard actually statistically unbearable, I'm sure it'd get adjusted. This change might even help in that regard... someday, maybe.
Put it way better than I did, well done.
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@TWiXT said:
IF Victor Salva doesn't own the license or franchise anymore, and IF he can't get any monetary gain from the new movie or from BHVR introducing the character, then Maybe we'll see the Creeper in DbD... but those are some big IF's. Otherwise, there's not a snowballs chance in hell that BHVR would make a deal to be associated with Victor Salva in any way, much less pay him for usage of the character license.
"Separate the art from the artist" be damned!
Probably. And that's their call.
However, as to the last thing you said:
It is damned right now, and that's a bad thing. It's why Harry Potter is considered 'problematic' within progressive circles and people are trying to ban The Jungle Book and Lovecraft's books.
EDIT: And perfectly timed, the person below me just mentioned Minecraft, another perfect example.
If I restricted my media to only people I agreed with politically or had done nothing wrong in my eyes, I'd be stuck watching about 10 movies. Good movies to be sure, but that would be silly.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2598479#Comment_2598479
if he is genuinely remorseful (which I find hard to believe) then good, as he should be
but saying “we shouldn’t ostracise people after their sentence is over”, in the modern era especially, for something as sickening as he did is honestly laughable, people get their lives ruined for tweets from 15, do you honestly believe that we as a collective society are going to let a known child abuser of the hook until he draws his final breath? I know for a fact I’m not
but saying “we shouldn’t ostracise”
Are you supporting people having their lives ruined over a Tweet?
Because if you are, then I don't think we'll find any fertile grounds for discussions, as we are diametrically opposed.
If you aren't...well, you're arguing my side of it then. People shouldn't be offense-farming on old Tweets, or using them to attack people now - even if they said something really dumb or 'offensive'. Because people change.
While it makes me feel gross, I have to extend the same charity to people who have served their sentence for a crime, have not reoffended and are trying to reenter society. And that, unfortunately, has to include this guy. Because they have to be given the chance to change.
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@shelobster said:
Why do I get matched with players with less than an hour of DBD playtime when I have 2k hours? Seriously. What a ######### joke this MMR is. This happens 7 out of 10 matches. And my MMR just keeps going down because hatch escape is the best I can get alone.
The best part is that even though my teammates are people who just started playing, the killers stay the same. All meta perks with great loop and map knowledge with usually 500+ hours in DBD.
Coclusion = lower MMR doesn't affect the killers you're matched with, only worsens your teammates.
Survivors get screwed over once more. Killers get easier games with low MMR and survivors get tougher games.
It's not much more fun from the other end, trust me.
I think something is broken with MMR right now. I'm a sub-200 hour player, only really starting to get to grips with the game - and being constantly put up against full SWFs with meta perks, addons, a map offering and 1000-3000 hours each and getting flashed and teabagged on the way to a 4-out is so frustrating that I'm currently on hiatus. This feels like something that was changed in the new patch, because before it most of my matches were pretty even.
Now, I have to run strong perks+addons and play super sweaty in my matches to secure 1 or 2 kills a lot of the time (especially with people bringing RPD offerings to abuse that damn office infinite).
The devs stated that there were supposed to be MMR 'brackets', meaning that you couldn't get matched against people too far above or below you - so either these aren't working, people are smurfing down their MMRs, or...well, yeah. One of these two.
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@JexxTron said:
Why would you want to call the killer to your player? Those chains make it almost impossible to play.
Great movie though. (1 and 2)
Because smart players have figured out how to use the box to stick the killer in the middle of a jungle gym, or sometimes even glitch them out (not saying more on this, really don't want it to spread).
Likely not working as intended, but unlikely to ever be changed.
@pyramidheadmain6233 said:
https://forum.deadbydaylight.com/en/discussion/comment/2597923#Comment_2597923
Demos are like mystical creature sightings at this point
Demo and Hag have a really different playstyle that takes dozens of games to really start to understand. Despite being pretty decent, they will probably never be popular.
Twins are just janky to play.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2598507#Comment_2598507
no problem and thank you for understanding...I will (and have) taken back the feedback about Dead Hard from a balance point of view and for the way it "feels" with regards to the scream etc.
Thanks :)
While you are at it, buy them a box of donuts from me and tell them to killswitch RPD for a while (or fix the office quasi-infinite). I kid, I kid
All the best.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2598493#Comment_2598493
As I said, I'm not discussing the balance of the perk and no it was not "balanced around it not working" it hasn't been changed since release as far as I can remember, and it was released well before the game was on Dedicated Servers.
Shrug. Fair enough, I understand that you can't comment on balance and that's not your purpose here.
I'm just getting in my 2c regarding how this fix feels from the other end, particularly with the various miseries of killers at present.
Pre dedicated-servers is quite some time ago, back when the game was more of a 'Wild West' balance wise. It's a very different, and much more sophisticated game now.
Regardless, I appreciate you coming forward to explain this.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2597599#Comment_2597599
Killers were complaining about Dead Hard for distance and Survivors were complaining that the perk didn't work in the way it was intended - leaving them exhausted on the ground, which shouldn't happen as they have that initial period where they can't be hit. Since dedicated servers were implemented the perk didn't work properly because it was dependent on the killers ping - now it's server sided so it's dependent on the person who did the action first - the server decides whether the hit should have connected prior to E being pressed or if the Survivor pressed the button in time.
Sure.
But the thing is - DH felt balanced around these quirks, with a pretty short exhaustion timer. Remember - even before this fix, it was probably the most meta of meta perks. It was strong.
This fix was probably needed, but it has definitely make this perk significantly stronger as a result, to the point where, no hyperbole, it's unhealthily overpowered. It's not hard to time, offers an incredible mistake correction ability and now has the potential to completely throw off the killer due to the wrongly applied FX.
At the very least it needs another balance pass. Probably aimed at it's exhaustion length.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2598369#Comment_2598369
Victor Salva was a Paedophile, let me repeat, a PAEDOPHILE
elaboating further is unnecessary, detailing his crimes would probably get me banned, end of discussion
Yes.
He did something truly awful. Utterly despicable.
For doing this, he was given a prison sentence and served probation. He is still not permitted access to children, unsupervised - which is fine.
Now, this is in no way apologist for what he did, but once someone's sentence is concluded, we - as a society - should not endeavor to punish them further. We shouldn't ostracize or prevent someone from earning a living, because the entire goal of the corrections system is to turn bad guys into proper citizens and this makes it impossible.
If we really don't think that rehabilitation and change is possible as a society, we should probably be handling crime and punishment very differently (and that would be a very dark world).
If we do, then we need to act like we do and, common-sense precautions aside, we attempt to help people make that change. Here, in particular, when the offense was over a generation ago, he expressed remorse and never reoffended.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2598244#Comment_2598244
We would probably still have rockets even without Operation Paperclip it would have just taken longer. We'd still have cars as multiple people and multiple companies came up different iterations of the Motorized Carriage. We would still have electric considering more people than Edison had a vested interest in seeing the technology expand and though infeasible Tesla wanted to supply people with electricity for free.
The idea of separating the creation from the creator is a valid way to address issues such as this, but becomes harder to do while the creator still lives and profits off of their creation. They are intertwined on a level that makes supporting one difficult if it supports the other and unlike cars, rockets, or electricity Jeepers Creeper isn't a creation that serves the public good, aid in exploration and defense, or improve the ability of goods, people, and services to be moved around a vast country.
So it isn't terrible logic by any means.
Mm. We think very differently.
I worked in corrections, and - while it's not always easy - I think that it's important to leave punishments for crimes to the justice system, especially after a sentence+probation has been served. It's something that we are told as guards, time and time again - it's not for us to dispense additional punishments on people who are already in prison for a crime, and that holds doubly true after.
It's really hard when it's a crime like this, but if we make it impossible for someone to ever put their crime behind them, ostracize them and prevent them from earning a living, not only are we saying that they can never be rehabilitated, but we are making this come true.
Here, we have a man who did something horrible 30 years ago. He served a sentence, completed probation and never reoffended. I'm fine not letting him be around kids unsupervised, but that should be the end of it.
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@SleepyWillo said:
Is it just me or does BHVR seem to go out of their way to penalize survivors during events, making it harder to get bloodpoints.
This "event" is a prime example:
As killer - basically play normally for massive BP gain with BBQ stacks.
As survivor - go out of your way to fine maybe one gen and you only get BP if you specifically are there to finish it.
And its not just this event! Anniversay Event: To get a crown as killer you just play and find a crown at some stage. As survivor you had to escape with the crown -which makes you far easier to be seen than normal. Lunar event was similar. Hallowed Blight introduced a second survivor event that just destroyed the entire game for the first week.
I typically play killer (especially during events/bloodhunts) for BP to help with the grind. However, these killer sided events are making the queues so much longer...
What do you think? Are BHVR making it deliberately harder for survivors to get BP? If so, why? Survivors now lose addons, even on escape (no including AitH), so the "bloodpoint economy" cant really be it, right?
If you think of survivor items as "survivor powers" it actually costs more to load out a survivor...
What?
This event is way survivor sided. You get fancy toolboxes, medkits and flashlights. We get a goofy, slow 'float' that takes up an addon slot.
As for BP...honestly, it's an incentive to get people to play killer. Survivor queues are long enough as is. You can easily run WGLF for a similar boost, but I think that the 'underdog' side probably needs a bit of a bonus.
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2596758#Comment_2596758
I'm not advocating for killers to get a second objective...
I'm asking for both sides to get extra bloodpoints as easily.
Make ALL gens and hooks event ones. Make it so that survivors get points for every gen popped and killers for every hook (used or not).
I feel you dont understand that most survivors are aware of the 4 bp categories but arent able to max them all unless the killer allows it. Cant get chased unless the killer chases. Cant get unhooks/protection hits unless the killer gets downs/hits.
Technically survivor bloodwebs get more cluttered with items (which are like killer powers) AND addons, and then perks. Also, certain killers (nurse mainly) work better without addons where you can rely on your muscle memory.
Finally, a killer gets far more BP for playing normally than a survivor does. Even if a survivor plays "optimally" they often wont come close to killer BP.
Okay, I nearly did a spit take.
- For the majority of killers, at least half their addons are either borderline useless, or gimmicks that are worse than an empty slot. They also get offerings (way less useful for killer)
- It's not the killer that denies survivors chases/hits/downs/hooks - it's survivors. If I see you, I'm going to chase you. If I get in range, I'm going to hook/down/hit you - because that's what I'm supposed to do. However, your goal seems to be to pop all the gens and escape without me getting a single hit, teabagging me all the way. I'd love to give you more opportunities to get BP, because I get BP too.
- In long, epic games, survivor BP and killer BP are pretty close.
- Aside from incentive to play the 'hard' side, killers get more BP because BHVR only intends for killers to kill 2 survivors in a game.
BHVR have said that they have future plans to help with the grind (if I recall, it was tied to Prestige, although I might be misremembering) and I'd be happy to see it made easier for everyone. However, don't try to turn it into a 'DbD is killer favored' because that's horsefeathers.
