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StarLost

StarLost

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  • @Heytherebigguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313827#Comment_3313827

    He's playing blight, one of the only 2 killers you don't need full 4 stack regression perks. 1-2 are enough.

    Oh, right. Honestly yeah, if you're playing an S tier killer you can get by with a lot less regression because you can zoom around the map escalating pressure.

    I try not to run too much regression (I like to have room for fun perks) and yeah, on most days I'll have at least a few games where the gens are flying and I just don't have time to really have any fun chases, but if I'd brought PR+DMS or CoB+Erupt it would have looked completely different.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313702#Comment_3313702

    No, I’m just an experienced killer and don’t need 4 slowdown perks to win.

    Interesting. Got any VODs?

    Very curious to see how you'd handle a strong SWF on...say, the Infinite GOJ seed on a mid tier killer without regression perks. Because I struggle, and I'm fairly experienced.

  • @Johnny_XMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313789#Comment_3313789

    I don’t particularly care, just as much a I don’t think he cares about how I felt that he targeted me in the beginning and quite possibly the reason that led to me dying, which btw I never brought up. Just said my Ggs and left. It’s not that deep

    Hmm. What do you mean 'targeted me in the beginning?'.

    Yeah, that's what I suspected. Damn.

    It's a tricky balance to find, but far too often 'we play this game to have fun - for everyone' becomes 'we play this game to have fun - at the expense of the other side'. I'm not sure if the latter is healthy, there's an element of nastiness or at least callousness there.

    I am glad to hear that he at least got a kill out of that nightmare because wow it can be miserable when you run smack bang into a SWF on a killer you aren't great on, and getting completely rolled over by a team doing everything possible to deny you a single kill, then depipping.

    The way bodyblocking works can be really silly sometimes, where someone can seemingly be out of the way of the hook (and your FOV) but still be blocking it. It's not an exploit, but it still feels...I don't know. Cheesy?

    Again - I don't know what happened in that game, because all we've got to go on is a .gif, but that moment in time...yeah, it really sucks from the other end.

  • @Johnny_XMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313030#Comment_3313030

    You weren't a part of this match so you do not understand what was going out during it. We weren't trying to "abuse" a mechanic, we were trying to protect a friend seeing as this killer had no chill since the start of the match (Hence WHY I asked you earlier about taking a "Hit to save a friend" in case you didn't catch that).

    My problem with your previous statements is that you want "basekit mad grit" simply because you don't appreciate survivors body blocking and there are 3 doing so in the gif. Congrats you have a case, now you can make a new thread about it, because this wasn't a thread to talk about "What I don't like about body blocking" I am literally mocking the issue of being at more than 100% wiggle and it not working.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313572#Comment_3313572

    Good, make a thread about it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313590#Comment_3313590

    There have been so many matches in which we couldn't do anything for a teammate. Which, with the way that Tunneling and Camping have become very potent in this game, I won't say we haven't resorted to attempt a protection hit, but also we don't do it because we want to deny someone of a hook. Our gameplay is more interactive than that. We don't play the game to win, we play it to have fun regardless of the outcome.

    Fair enough.

    But - answer honestly - do you think this was fun at all for that killer?

    And yes, camping and tunneling are annoying as hell, but outside of borderline exploits like Clown's ability to <redacted> and bypass BT, I don't think they've ever been less strong.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313599#Comment_3313599

    I mean, they're obviously try-harding. If you play casual, why do you care?

    Likewise, why should you be able to counter the sweatiest and most optimal strategies by playing non-optimally?

    Fair question.

    I play casual, but I still play to win. If that makes sense? My goal is generally to at least 1, preferably 2 hook everyone before killing folks and I like to run weird, idiosyncratic builds on my stronger killers. I want everyone to leave dead, but with fun memories and a good amount of BP.

    I face decent survivors, and occasionally very strong groups, and then I can dial it up if need be - and usually fare okay (about a 50% kill rate overall, despite playing maximum chill in most games).

    This SWF strat though...it's obnoxious. Because it feels like a proxy rush in SC2 - if you don't immediately know what's going on and take steps to counter it, you can't recover. There's just no time.

  • @humanbeing1704 said:

    At this point not many good multiplayer games on the market right now warzone is boring as crap and I’m not buying call of duty anymore Apex is lame and battlefield 2042 was garbage

    I still get a good amount of mileage from Starcraft 2 arcade maps. And Path of Exile is my definite 'podcast and chill' game.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313571#Comment_3313571

    If everyone runs it, nobody can stop you from tunneling.

    Sure.

    But the thing is - I don't go into games wanting to tunnel, camp, slug or play massively sweaty. I've been doing the same thing I did last Christmas actually (gathering some data for a...thing I'm putting together).

    I suppose I could start tunneling once I realize what's going on - but by then, I'm 1 hook in at 1 gen left, and it's too late.

    What honestly scares me more is I can think of ways to make this gimmick even more vicious.

  • @ShittusPlayus said:

    Okay, this might be a bit strange to hear with everyone crying about a few perks, but can i bring up aura reading as a game mechanic right now in general? We are getting way to many aura perks with less restrictions and virtually no requirements anymore that it becomes kinda depressing. Hell they added an aura reading perk WITH NO COOLDOWN THAT ACTIVATES BY GEN KICKING DURING THE GEN KICK META, Fogwise not less offensive, its really not that hard to get great skillchecks, its more timing than reaction, its a you problem.

    For the survivors, its really easy to decide these days that most Perks that help you hide or get away in chases are garbage right now, these sadly include some of my favorite perks.

    For Killers, some of them are absolutely getting shafted by these, and funnily enough these are the weaker Killers already because for a while BHVR really took the Margeret Thatcher/Ronald Reagan trickle down BS approach to balancing.

    Hag, Trapper, Freddy and Pyramid Head get wasted cause survivors know about your traps/trails and avoid them easily, with no undetectable in their kit so its not even avoidable.

    Pig and Dredge are often boned cause their stealth is to situational (Nightfall/Slowdown) and they can usually see the direction you will go before you activate it, especially if you try not the crouch the entire game as Pig. Not to mention the amount of time i saw people running away from lockers that were not even in line of sight of the survivors.

    Trickster and Deathslinger can be in trouble cause holding W before you even hear their TR or very shortly afterwards will make it take an eternity to catch up without losing 5 gens to someone that didnt even need to drop a single pallet.

    I think its a huge problem already and needs to be adressed before it gets out of control completely. It really limits both builds and design of this game such as maps, killer powers, perks on both sides etc.

    Eh, to my mind the only problem here is Fogwise, as that - in an SWF - can be basically used to call out where the killer is and what they're doing for a huge portion of the game. It's pretty similar to the old OoO, which was a plague for ages.

    Hell, it's really good in solo queue too.

  • @Johnny_XMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312472#Comment_3312472

    What's wrong with blocking the hook to save a friend? It's a legit strat.

    Context is for kings.

    It's completely fine when it's done tactically. When it's done as a concerted effort to deny the killer the single kill they need to avoid depipping at the endgame, on a game that's already a blowout, it's just...needlessly meanspirited. It costs you nothing, but makes someone else's day just a little bit less unpleasant.

    I think what bothers me is the sheer amount of trash talking and salt I get when I don't give someone hatch - but I can list the times a survivor has given me a kill on a complete stomp on...well, 4 fingers. In maybe 1,000 hours.

    I'll always try to give a killer a kill on a complete loss like that, especially if I know I've already secured my own pip because I know how obnoxious these games can be.

    @Mockingjay_S451 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312472#Comment_3312472

    Dude, are you even real? This has to be a joke, right? If killers are allowed to say that camping and tunnelling are legitimate strategies, then no way can they also say that taking a PROTECTION HIT (something you are awarded for in game) needs to be nerfed by giving Mad Grit as basekit to killers.

    The hypocrisy in this player base is baffling.

    Firstly, I swear - if I had a dollar for every time I've gotten to say 'whataboutism' this week, I'd be able to afford a family size pizza for myself and Mrs. Lost.

    Secondly - it's more...ugh. There's a double standard at play, where the killer is always expected to show mercy to the last survivor on a rough game via hatch but there's no expectation whatsoever of a survivor giving the killer a mercy kill.

    Like - aggressively bodyblocking to save someone from the death hook? Nobody's going to have a problem with that. Much as with slugging someone when there's another target right in your vision.

    Aggressively bodyblocking to prevent the killer getting a single kill in a game you've already won by a mile? That's just being a poor sport and a bit of a bully. It costs you nothing to show a little humility in victory - and it makes what was probably a really frustrating game a bit less so.

    The equivalent is a killer hard slugging or camping the final three survivors after survivor 4 DCs.

  • @Steakdabait said:

    It shouldn't be reverted, because even with nurse changes it would still be too powerful on her lmao

    It's one of those perks that sound cute, but - like Boil Over - if it's viable, it's game breaking. Like BO again, it needs to be reworked into something completely different.

  • @DBD78 said:

    Play both sides most survivor but as killer don't feel you have to win that is not good for your health. Play killer for fun and solo survivor to win. As soon as you start feeling you need a lot of slowdown perks, tunnel etc now you are trying to reach high MMR not good for your health as killer. Here is how you play DBD:

    Solo survivor 80% of your games: Play to win, not stressful you don't feel bad dying it's the game man

    Killer 20%: Play for fun but don't stress use fun perks and builds, you win some and lose some big deal, just have fun

    When you go up against survivors or killer playing only to win "sweaty" just think "are they really having fun lol?" You are the winner of mental health when you don't care that much about losing, being tunneled, t-bagged these people are not happy people you are the happy one because you have more fun then they have 😀

    This is one of those things that's easy to say...until you get tired of people sitting in the exit gates teabagging and gloating at you, then trying to add you on Steam so they can tell you what a coward you are for not sitting around in postgame to get gloated at more.

    A few of those, and suddenly you care a lot about winning - because that's the only way to stop the gloating.

    What makes solo survivor frustrating to me is that I don't necessarily play to win, but I do play to pip. And...I swear, it can be legit impossible sometimes. I'm Gold at the moment, and had a game where I led the killer on a chase for a good 2-3 minutes, did 2 gens almost solo, but the killer downed someone, camped them, they DC'd, then someone else DC'd, then I got camped out and still depipped.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313537#Comment_3313537

    Well, yeah.

    If you're playing against a good team, you'll probably lose 2-3 gens for your first chase. That's just how it is.

    The remaining gens generally go slower, especially if you figure out who the gen jockey is and remove them.

    I think that's what makes this build scary - everyone is the gen jockey, meaning that even if you're constantly pushing 2 off a gen (which seems to be the intuitive counter), there's the other two elsewhere slamming it out.

    I suppose I could slug or tunnel more, or go really aggressively after a 3-gen, but that is the exact playstyle I go out of my way to avoid.

    @Nazzzak said:

    I *wish* I got matched with players running this stuff. I'm not skilled enough to run it. Never see it among team mates.

    Here's the thing.

    I've been experimenting with it myself in solo, and it doesn't work. To get this one to kick in, you need a team behind you. Because one player doing it - dislodge them from the gen and you break Hyperfocus. When it's a full squad built around this gimmick - by the time you know what's happening, the game is over.

  • @Pulsar said:

    I've definitely been seeing them since Hyperfocus went live.

    Not too often but every now and then a "high mmr" team will give me a run for my money. They usually have two people with Hyperfocus + Stakeout, other two have healing perks and chase perks.

    It's generally way too dangerous to go full in on a gen build.

    Yeah, it's a gimmick, but I tend not to go in playing especially mean - and it feels like unless you're running deep regression or playing a strong killer with strong addons, you just...don't have any time to do anything, because a single chase costs you a gen, and another if you want to hook.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313515#Comment_3313515

    You'll have to argument that because, beside against a couple of killers, I find them very survivor sided.

    DDS I'd say is killer sided unless they know exactly how to run main structure, and even then...

    RPD...really depends on what killer is being played - as some can completely lock down a pair of hooks, turning them into a pseudo basement.

    @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313453#Comment_3313453

    That's why you have to defend gens and not to commit chases too long at the start.

    Here's the problem.

    Chase 1 - you chase, they are smart and run you around a god pallet for ages, drop it. You break it and abandon chase.

    A gen pops.

    Chase 2 - next god pallet. You get a hit, but then drop chase.

    A gen pops.

    Unless they make a mistake or you're on a killer that can either deal with or negate those god pallet loops, you're going to be at a situation where you've got 2 hooks and they've got 4 gens done. The Game is so dependent on people playing badly and struggling to find gens - a team that knows how to run it, where to site boons to cover the map and knows where the gens are...oh man.

    The gates are also pretty annoying, as one is literally a part of a very strong loop.

  • @jotaro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312896#Comment_3312896

    What? Since when? I took a break but idk last time i played there was ranks and my friend told me you cant depip anymore

    Unfortunately, your friend gave you some some...bad information.

    Cliffnotes:

    Ranks were removed completely.

    Grades aren't used for matchmaking, and instead give you a BP reward at the end of the month.

    You can depip if you get trounced at lower grades, or if you fail to do amazingly at higher grades.

    Matchmaking is based on SBMM (Skill Based Matchmaking) ala MMR. Killer MMR goes up when they kill a survivor and down when a survivor escapes. Survivor MMR goes down when they die but up when they escape (survivor MMR is a bit more compicated, as if you die but others escape your MMR declines less than if you got 4k'd).

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313484#Comment_3313484

    You can de-pip, but you can't de-rank, iirc.

    So, for example, if you make it to Iri 1, you can de-pip but you can't fall out of Iri 1, I think

    Ahhh...I think this might be exactly what's causing the confusion here.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313436#Comment_3313436

    But the advantages over PR would be (1) you can damage multiple gens at once, and (2) you don't have to find a Scourge Hook or even manage to hook anyone, just get a down.

    I'm trying out a build right now with PR/Pop/Dying Light/Eruption, and damn is it mean. If a gen is 99'd, you can get 22% off when you kick it with Pop, another 10% when you down someone, another 15% if you hook someone on a Scourge Hook, and then you can run back and kick another gen with Pop (which is guaranteed 12% if the gen is more than half done), and then gain a DL stack thanks to the hook, leading ultimately to a 3-24% speed penalty on top of everything else.

    I'm liking this better than the CoB meta since CoB can only do 15% damage on its own, and that's only if it's left alone for 30 seconds. With this build you can get, in theory, almost a full 50% with a single kick, and since it's a flat regression, survivors can't just tap a gen to prevent further progress.

    Eruption would still be useful in builds like this without being OP.

    Can? Sure. If you're kicking multiple gens and people don't just finish them by the time you down someone. Or just burn through that 12%. If you're looking to damage multiple gens on down...this would honestly be a worse version of Surge too.

  • @Gamall said:

    The 'game' is specially made to be very strong early game for survivors and in end game for killers (by the way for pallet-breaker killers it is not bad at all already from the beginning). Also the map literally has no jumping places as well.

    It has the long drop into the poop room and the drops down onto the stairs, if you're looking to proc BL.

    The problem is that, if you're not a pallet breaker, you're going to be at 0gens by the time you've gotten rid of the important ones - it's not just pallet volume, it's how strong some of them are.

  • @hailxsatanxeveryxday said:

    I use Eruption so that I can defend gens from a distance on killers with low mobility. The incapacitated effect doesn't matter all that much to me, personally.

    I wouldn't be against getting rid of it entirely if the base damage was buffed to 12% or so. Survivors would still have less damage done to the gen overall since being off of a regressing gen for 25 seconds means ~8.5% extra damage on top of the 10% caused by the generator explosion, so a flat 12% would still be less than the ~18% done by the perk currently while still keeping the perk effective.

    Also worth seeing how Eruption's effectiveness is affected by the upcoming update. Knowing when an injured survivor is being chased will give other solo survivors a chance to hop off of gens before the down.

    12% would make it pretty much objectively worse than PR. Not only is it less regression, but you have to kick it (one of the core benefits of PR is time saved).

  • @RainehDaze said:

    Fortunately haven't seen everyone with it come up. And when it's been one person, it's been something more selfish--Hyperfocus, Stakeout, Built to Last, [Insert Perk], and then the BNP+Purple Toolbox on The Game.

    But if I ever see it I'll let you know.

    (And if you see what looks like it again, any chance of screengrabs before the game ends? It'd be interesting to see how many hooks vs the perks screen etc.)

    Hmm, I should have been clearer in my OP (this is me on 2 hours of sleep), but the team looked something like:


    #1

    Fogwise

    Hyperfocus

    Stakeout

    Dead Hard

    Anni Toolbox+charges

    Map Offering (Gideon)


    #2

    Hyperfocus

    Stakeout

    PTS

    Dead Hard

    Green Medkit+charges


    #3

    Hyperfocus

    Stakeout

    PTS

    Dead Hard

    Commodious Toolbox+Charges


    #4

    Hyperfocus

    Stakeout

    Circle of Healing

    Dead Hard

    Yellow Medkit+charges+healing speed


    Seen it twice in a full group and once in a 3man, but I got completely clobbered by it every time. No idea how to respond to it. Gens just melt.

    @DragonMasterDarren said:

    If i've seen this build, then i sure as hell don't remember the last time i saw it, all i know is that it's a "putting all of your eggs in one basket" build, those 4 combined means no SB, DH, BT, DS, OTR, etc. meaning that they're a pretty easy target unless they are incredible in chase

    They all had an ex perk on top of it. Basically a team stacked with pretty deep faster gen perks, an offering for a small map and the other standard goodies.

    What would happen is that, I'm guessing, the Fogwise would have near constant uptime and thus vision of me. They split up with 2 to a gen, with a PTS on each. I don't think I've seen gens pop that fast in years, felt like I didn't even have time to hook people.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313386#Comment_3313386

    Btw...

    "and I'm going to be annoyed if another perk gets nerfed for the sake of solos,"

    Why would it annoy you if Eruption was changed from Incapacitated to Blocking the gen? It's barely a nerf, and it will completely solve the massive skill divide between solo and SWF.

    Just like how Boons should never have been re-ignitable from the get go, Incapacitated should never have been an effect tied to a perk to begin with.

    Not at all, that's the exact suggestion you, me and others have made.

    The thing is - as I've also mentioned, it won't slow down the complain train (comtrain?) in the slightest, and will thus almost certainly be getting a much more substantial nerf.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313386#Comment_3313386

    VC isn't always an option. We're not all comp players who join tournament discord groups. Most people play with their friends.

    I have three friends who play dbd, and two of them haven't played in weeks.

    Btw, Eruption is already useless against SWF.

    It's hardly useless - just not the unholy nightmare it is for solos.

    Have you tried the DbD Discord? That's where I tend to find groups, and they are popping off basically 24/7.

  • @oxygen said:

    Hyperfocus + Prove thyself is in itself reasonably rare in my experience, Prove Thyself on its own is fairly common. That whole build? I'm sure I've seen it at some point but it sure didn't reserve enough space in my memory for me to actualyl remember for sure.

    Not necessarily talking about it all on one person. More as a part of a coordinated team.

  • @[Deleted User] said:

    The Game is fine, the small size makes the map easy to control even for low mobility killers.

    But it can be an unholy misery for M1 killers.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312609#Comment_3312609

    I didn't know randoms could call out on vc that they were about to go down......

    Why aren't you on VC?

    That's not meant to be sarcastic - I'm just saying that solo is both an option and by far the worst way to play survivor. This game can't be balanced around solo queue, and I'm going to be annoyed if another perk gets nerfed for the sake of solos, as that tends to make it completely useless when facing an SWF.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313355#Comment_3313355

    Nah, it was "nice exploits". This was also before the RPD-Rework (because this is how Otz was able to block the Exit Gate, since you cannot pass the Main Gate on RPD when both Twins are blocking it). Would not be possible anymore because now there are two paths to reach this Exit Gate.

    And totally possible that we played against each other, but only when you play on EU-Servers. But I dont really remember that I faced a Hag in months, she is super rare and probably the rarest Killer to go against for me.

    (We both use Prove Thyself tho, mostly because of the BPs, but I also dont know any other Perk I want to run)

    Mm. I'll have to dig up that video, because I may be misremembering.

    Also - either you've got a doppelganger, I played against two people with very similar names or my dreams after watching streams before bed have crossed over into reality again - because I'm on NA.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313331#Comment_3313331

    Not Hacker, exploit, because he blocked one Exit Gate with both Victor and Charlotte.

    And nope, I only ran it, when it was new, to test it out. But as I have said many times - whenever you were not against a Wesker on RPD, it was not really good.

    And well, it is really only you who is mentioning it. I neither see it ingame nor in posts on this Forum. Because the combo is just not good.

    Huh. Well, I'm seeing it a bit, and got completely pantsed by it twice recently - once with a Game offering and once with a GoJ offering. Granted, one was a partial comp team.

    It's a very good mix.

    He used the word 'cheater', if I recall. But tomato, tomahto - he's the one I recall seeing it on because I remembered his name from the forums and I think I played against you two a while back (I was on the Hag, with the Birch skin, anon mode). He's...not exactly mannered either way.

    @PrettyFaceKate said:

    The only perk I encounter semi regularly is Prove. Here and there, not every trial. Hyperfocus and Stake Out almost never, either on each own or in combo. Fogwise on some Vittorios, but it seems like a waste in a 4-man. They can relate the position of the killer anyway. I saw Wiretap much more often, for comparison.

    Fogwise works with Hyperfocus and Stakeout in a SWF much in the way old OoO did - you have near constant uptime on killer vision.

  • @DemonDaddy said:

    Don't think I saw a complaint about the original version of the perk that didn't mention nurse as the problem.

    It was a little evil on a most snowbally killers, honestly. But it's just weaksauce now.

  • @Aven_Fallen said:

    Dont see this build at all. And I only see you posting about it all the time.

    I could swear I saw your duo friend (Tia...something? The one that kept calling Otz a hacker?) running it a bit back now that I think about it. And no, I've seen quite a few folks mention it after the Community Cup, because that's where I think a lot of folks first saw it when after that I'm seeing it more?

    Although...nice attempt at an ad-hom, I guess? You've gone mean recently Aven.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313144#Comment_3313144

    I had a game against Knight on RPD.

    We got the best possible survivor 3 gen. We had the gen in the upstairs lobby by the library, the gen in the front courtyard, and the gen at the back at the top of the stairs by the rear exit. Furthest gens possible.

    Without even using his power (simply M1ing), this Knight with the full meta build of Eruption, CoB, Overcharge and Nowhere to Hide, made it impossible to complete these gens. He would kick each gen on patrol, inevitably catch someone out with Nowhere to Hide or simply between gens, down them proccing Eruption and forcing the remaining survivors (who are rushing gens at this point) to stand still doing nothing for 25s, hook them and repeat. Between unhooking and healing, we got maybe 20 seconds worth of repairs for 40s+ of relative regression.

    The only way we could have resolved this situation would have been with voice comms calling out as we're about to drop. But we were solo's.

    I've been watching some streamers recently, and I've got the tempo down now where I'd say, with Empathy, I can predict the Eruption somewhat accurately maybe 60% of the time, and very accurately maybe 35% of the time. At worst, I'm wasting a few seconds here and there, and now only get caught out when it's a Ghostface or I guess wrong.

    I'm confident that with a week more's practice, I'd have that up to 50%/75%.

    Why weren't you just letting go premptively? A Knight can't instadown. The person being chased should be able to run a Knight miles away from that 3gen. And if he's not chasing and only defending...well, that's a hostage situation, which is a very different discussion.

    But that's the unfortunate thing. Solo queue is tough right now, but the game cannot be balanced around solo queue, and with how stupidly fast gens move right now against a HSPF team, you're just going to move to every game being PR+DMS, until those get nerfed for being too commonly used.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312876#Comment_3312876

    'Nerfed across the board' is a massive exaggeration. The meta slowdown was nerfed, specifically the meta perks ruin, pop and corrupt, and eventually Thana got a net nerf after being overtuned for a bit. I'll even be generous and say Tinkerer was a slowdown perk that was nerfed. Everything else was either buffed or unchanged for regression.

    Jolt has no cooldown now, base kit gen kick removes 2.5%, Eruption regression increased and longer incap, overcharge now speeds up to 200%, Gift of Pain penalty increased, Pain Res only lost information (not regression), and combined with DMS the combo is literally unchanged. And 10 extra seconds to base kit gen times on top of all that.

    'Buffed faster gen perks' is just laughable. The two perks that got any kind of buff at all were Deja Vu and Overzealous... these are still not worth a perk slot. Spine chill was nerfed and no longer provides even a situational repair speed boost.

    The only two new perks that affect gens are Hyperfocus and Potential energy, and PE makes overall gen progress *slower* by it's design. Hyperfocus is the only valid complaint here since it shouldn't be able to work with toolboxes, imo.

    It's not that gen speed perks were 'buffed', the most common perks weren't changed at all. So with 10 extra seconds of gen time, survivors are still taking longer to do gens than before 6.1. What happened is that more survivors are running gen speed perks now than before, with the occasional Hyperfocus/stakeout player.

    "Nerfed across the board' is a massive exaggeration."

    Is it?

    Let's take a look.

    • Thana: Buffed, but nerfed to uselessness within...what? A week?
    • Overcharge: Buffed, but nerfed to...near uselessness in a PTB cycle. It's better than old Overcharge, but that's not hard to achieve, and is worse than an empty slot unless you pair it with other perks.
    • Ruin: Nerfed to uselessness.
    • Pop: Massively nerfed. Won't say 'useless' but really niche and situational now.
    • Tink: Still okay, but I'd hesitate to call it a regression perk.
    • Surge: A map dependent and easily countered perk is still a map dependent and easily countered perk. If you're getting enough downs that the cooldown mattered, you were already probably going to win.
    • Gift of Pain is a perk that sounds amazing on paper, but is only even slightly useful on instadown killers. There's a reason nobody uses it.
    • CoB: Still decent, mostly used as a scaffold for other perks.
    • Eruption: Buffed, but will almost certainly get Thana'd within a month.
    • PR: Nerfed, but still viable.
    • DMS: Nerfed, but still viable.

    Yeah, I don't think I'm exaggerating.

    "'Buffed faster gen perks' is just laughable"

    • Are you...deliberately ignoring the one that myself and other folks in this thread have mentioned multiple times? Stakeout is now a beast of a perk, especially when you pair it with a map offering in an SWF.
    • Hyperfocus is powerful on it's own, but the way it synergizes with Fogwise, Stakeout, PTS and toolboxes creates the situation I'm describing where gens can be done way faster than they could be pre 6.1.0. Further gutting killer regression is going to make this so, so much worse.
    • Deja Vu is absolutely worth a perk slot on at least one person, as it's one of the most effective tools for preventing 3gens and it gives you a nice bonus on top of that.
    • Spine Chill...I'm actually coming around on it, to the point where I still consider it a five star perk. Once you get a feel for how it works, you can basically pinpoint where the killer is at any time. But it's not a gen perk.
    • 'Occasional'...yeah, now. But this is catching on and I'm starting to see it more and more. SWF sends you to The Game? Get ready for a 6 minute trial where you won't even have time to hook people. Keep an eye on Nightlight, because with streamer groups starting to adopt this new genrush style, it's about to explode.
  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312424#Comment_3312424

    I think survivors are much less attuned to individual killer perks than they are the Evil Incarnate achievement. When a player wants that, it’s pretty obvious. But it’s much less clear when a killer is using only their perks.

    Is it?

    I find it pretty obvious, whether I'm playing killer or survivor. It's why I'll go out of my way to make sure someone doing an adept escapes.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313011#Comment_3313011

    "The perk isn't useless against SWF, it's actually decent. There's play and counterplay. The issue is that any nerfs to this perk for the sake of solo queue would be essentially buffing SWF, or at least further reducing the number of viable killer perks against SWF. And that's not good either."

    Simply changing Incapacitated to blocking the gen would level the playing field between SWF and solo, without being a nerf.

    If that's not good enough, I posted a suggestion earlier in this very topic that would actually be a buff to Eruption, but would affect SWF more than soloq.

    Yes, I've suggested the blocking thing too - but you know and I know that this won't be anywhere near enough for people, and this is not how BHVR ever goes about handling killer perks.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312963#Comment_3312963

    I'd also like to point out that Eruption locking the gen for 25 seconds can guarantee a loss of anywhere between 25% and 50% if coupled with optimal perks - e.g.

    Eruption - 10% instantly, Pain Res - 15% instantly (on one gen only), Call of Brine + Overcharge combined contributes guaranteed -25% at least (the time it take incapacitated to wear off) and 30% at worst (when the combination loses this level of efficiency and if the gen hasn't been tapped).

    So in 25 seconds it takes for Eruption to deactivate this provides a guaranteed loss, with this build, of 50%. If you try to tap the gen and miss the Overcharge skill check that's an additional instant 5% loss - so 55% total.

    The CoB+Overcharge combination will then continue to regress whatever is left at 275% for another thirty seconds. Whilst by this time the direct effect of Eruption has worn off the survivors working on it may have found a new gen, be downed, be unhooking/healing, be in chase or the killer may have had time to come back and kick it to ready the whole process again.

    Like I've said above, it isn't Eruption alone that's the issue - Just as Dead Man's Switch isn't an issue and does a very similar job, for longer, but the snowball effect the incapacitated effect can and does cause at the moment.

    Uh...so wait.

    Killer applies Eruption and let's say CoB and Overcharge.

    You work on the gen, it gets Erupted. You're incapacitated...but how are CoB and Overcharge still active on that gen?

    Are you sure you're not playing against a hacker in this case, because I think that's impossible.

    Also - hasn't Overcharge been bugged since forever, and that 5% does not actually apply? AFAIK they've never managed/bothered to fix it, but I could be mistaken.

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312600#Comment_3312600

    Twenty Five Seconds.

    Even if you assume a 1-4 time conversion for killer (which is only situationally true) nothing incapacitates a killer for 7 whole seconds. Every hyperbolic example you gave is less than 5 seconds, some of them as little as 2 seconds.

    Ultimately the main issues are:

    1. It always triggers against soloq and rarely triggers against SWF. This makes is unfairly disproportionate against a certain class of survivor, and in a way that killers should have a problem with. Why would you want your best perks to be ineffective against SWF??
    2. It inflicts 40 seconds of equivalent regression, on a 30 second cooldown. Which means when used efficiently, it makes it impossible for survivors to gain any ground against it.

    This sort of comparison is always apples and oranges. But there are indeed situations where a killer can be essentially useless for lengths of time, especially - for example - someone keeps putting a megaboon in certain spots where it covers huge swathes of the map and is a huge time commitment to snuff. It's not a perfect comparison, sure.

    But okay:

    • The perk isn't useless against SWF, it's actually decent. There's play and counterplay. The issue is that any nerfs to this perk for the sake of solo queue would be essentially buffing SWF, or at least further reducing the number of viable killer perks against SWF. And that's not good either.
    • Survivors can choose to play in a SWF or play solo. Killers cannot choose whether they face SWFs or not - so it does feel more than a little unfair to constantly gut killer perks for the sake of solo.
    • Under perfect conditions, where every Eruption is hitting all 3 other survivors? Sure...but in reality I don't think I've ever seen that happen. Even in solos, what'll more commonly happen is someone else rotates onto the gen after it hits.

    @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312894#Comment_3312894

    Oh absolutely, I am fully ready to admit that my main gripe with eruption is that it's annoying - or rather, it can be a touch too oppressive is how I really feel.

    But, I do think that can be considered as a valid reason for change - the perk can still be made effective for killers whilst not being an absolute annoyance too.

    The problem is, many here who favour the killer experience take issue with things having counter play. But, to be fair to both sides i think it needs it - all other strong perks do; Pain Res - let go of the gen as soon as you see the red silhouette start to be hooked, Call of Brine/Overcharge - tap the gen. Sometimes these things cannot happen because the killer is so effectively controlling the environment but that's just how it goes. But providing an element of counterplay is key to finding balance imo.

    Perhaps if Eruption wasn't so prevalent, then it would be less of an issue. But unfortunately, it's extremely prevalent and being used with perks that exacerbate it's negative perception.

    The ironic thing is - Call of Brine and Overcharge are way more effective than Eruption is at making gens more difficult to do - but no one seems to be bothered about those with Eruption taking the flack and I think it being a strong intensifier to an already strong situation is definitively the reason.

    A lot of this comes down to how BHVR treats killer perks as opposed to survivor perks.

    I mean, about the only perk that I can think of offhand that is still even useable after a nerf is PR. Thana? Completely junked. Overcharge? Pretty much junked, Overcharge on it's own is generally worse than an empty slot. Ruin? Almost useless.

    On the other hand, Dead Hard saw 70-80% usage rates at the higher MMRs (Eruption is hovering around 20%) and that was allowed to remain as is for years - and even nerfed, it's still incredibly good. The only time a survivor perk gets the 'to the ground' treatment is when that perk is literally impossible to balance and just breaks the game (see: Boil Over).

    If BHVR were a little more even handed with how they handle overperforming killer perks versus survivor perks, I think killers would be less resistant to changes. But as things stand, what will almost certainly happen is Eruption being nerfed to uselessness, and the QQ train shifting over to whatever becomes the meta next (probably PR+DMS). And once that gets nerfed...CoB? STBFL?

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312349#Comment_3312349

    You can bring Whispers and still have room for Eruption, CoB and Overcharge so I don't think it's that unreasonable. If survivors have to bring Unbreakable to avoid slugging, killers can bring Whispers to find immersed survivors.

    Whispers sounds like a solution to this, but it...really isn't.

    It might help you on some maps, but on most of the newer ones it becomes a situation of 'oh thanks, now which of the 1758 bushes, lockers and hidey-holes in this square area contains that Claudette and can I find her before she just relocates?' situation. You vastly underestimate how impossible it can be to find survivors that are making their only goal to hide for as long as possible.

    Plus, that's like telling survivors that facecamping is completely fine pre 6.1.0 and that they should just be running Kinship baseline. 'You could always run a niche perk that's useless in 99% of situations in case that one fringe but completely obnoxious situation arises' is not a good solution.

    Again - this is a very odd hill to die on. The fact that there is an exploit that negates AFK crows and this has been in the game for years probably means it's not easy to fix, but that doesn't mean it's not a problem - especially since it's finally been spread around by a specific streamer.

    @jotaro said:

    But what about guarding 3gens as killer and refusing to take chases? I've had games like these last for almost an hour, with the killer not downing anyone and just camping the 3gen with all the gen regression perks, such as overcharge.. its very annoying and should be considered the same thing as survivors hiding. Both are a problem

    This is literally just whataboutism.

    Yes, that's a problem too. But we're not talking about that here. There are other threads about 3gen hostage situations.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312879#Comment_3312879

    I don't think it is. I used Fogwise recently against a Ghostface, triggered it and saw nothing. I suppose he could have been in a snowman but Shroud seems more likely.

    Either way, I'm enjoying my Hyperfocus + Fogwise + Stake Out + Diversion build right now. Only thing I'm missing is Kindred so bring on the new HUD icons.

    That...build...I swear, replace Diversion with Dead Hard or Distortion or something and you've got something so filthy that it can only be legally viewed on a paid website. In Germany.

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312911#Comment_3312911

    It takes 32 seconds for 3 survivors to repair a gen with Prove Thyself, and it takes 42 seconds for survivors to repair a gen without Prove Thyself. That's not a huge difference.

    Remember Prove Thyself only negates the inefficiency penalty, it's not a true bonus. It's still more efficient for survivors to split up on gens than to work on them together, even with Prove Thyself. The only time it comes in handy is in a 3 gen scenario.

    It's more that you can get SWFs with two PTS and always have at least 2 people on a gen, generally with other faster gen perks. Those are the games where you'll literally lose a gen between picking someone up and hooking them.

  • @Kedasa said:

    I can't really relate to people saying solo queue is stressful. I play mostly soloqueue and its so damn chilled compared to playing killer. As Survivor i don't care about escaping. I do my gens, try to unhook my mates and if i manage to escape, its great. I dont have to push myself to get to iri 1 with survivor...it just happens while i am playing the game.

    But Killer? Damn this is stressing me. Every little mistake gets punished. One mindgame to much and a missed chance to get a hit are raising the pressure and i try to to the best to get at least a pip or a draw.

    I had one killer round yesterday. Round about 15 seconds until i managed to find a survivor and after that (i would say round about a minute) i got him on the ground, carried him to the hook and on my way to a gen i heard 3 gens popping. The survs just did 60% of their objective in round about 2 minutes. Of course i dont get rounds like that every time, but it just feels frustrating from time to time.

    I dont want to complain. Killer had been in way bigger disadvantage in the past and i'd say the game is going into a good direction. I just would love to be able to play even with weaker killers against such good teams. I love the variety in killers and their playstyles, but i feel like i am sometimes getting forced to use stronger killers, if i dont want to get destroyed.

    Okay...but then why do you care about killing on killer?

    I find both roles stressful in their own ways. As killer, I usually feel like there's something I can try in most games to come back, but solo survivor can make you feel completely helpless - not to mention those games where you spend the majority of it being facecamped or slugged.

    Killer - yes, your mistakes are punished because it's all on you. But this also means that you won't get messed around by a teammate who does their totem archive then goes AFK, and only need to rely on your own skill.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312869#Comment_3312869

    I didn't say harder. There's just a difference between losing because you lost (even tunneled), and having a nightmare drawn out and out and out because you are getting bagged, clicked, Head-On'd, flashbanged, and having the egc milked for every last possible second.

    The only solo queue equivalent would be Mr. Knight's 3 Gen Jamboree.

    Eh. The only time clown squads annoy me is when it's a coordinated 'you can't hook us' squad with multiple sabos who know hook deadzones. Otherwise I welcome it, as you're basically giving me a chance to come back. Be as silly as you like, I'm not going to lose my cool - and make one mistake...

    What does grate my cheese on killer is the duo I seem to run into at least once a day.

    You know the exact duo I'm describing.

    3gen themselves, then sulk - and spend the next 20 minutes hiding in a locker or a bush in some weird corner of the map, using <redacted> to never get AFK crows in the hopes that you DC.

    Those are the games that make me lose my cool.

    The 3gen thing can be a pain, but at least you can just bumrush in and if you die, you die.

  • @jotaro said:

    This is a problem since they removed depips. Like now everyone can be a rank 1, even new players so no wonder

    ...Huh?

    • They did not remove depips.
    • Rank doesn't exist anymore.
    • Grade is mostly a test of luck and how much you play. It does not correspond to skill.
    • MMR is what determines matchmaking/skill, and that number is invisible.
  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360395/do-you-think-eruption-needs-a-nerf

    It doesn't need a nerf at all. Never got problems with eruption, and for everyone who complain about it: get ######### good. It's a skill issue. It's like pain resonance: oh I know the killer has pain resonance, I don't want my gen to be blocked with dms, so I stop doing the gen, wait for the hook, let the gen pop and continue with it. Eruption is a little different, because in solo q can possibly be lethal but because the communications is absent. I play only with my swf, and we say "I die" like 2 seconds before the killer can hit us and bring us to dying state. So we prevent eruption.

    Get good instead of crying for nerfs where aren't needed. And for soloq, I'm sorry, but this game can't be balanced around you all, and you can't cry for a nerf where isn't needed.

    Eh...

    I don't think this holds either.

    On one hand, I really don't want to see a perk that is fundamentally fine against SWF to be nerfed for the sake of solos.

    On the other hand, this is really annoying to face for solos because there isn't any reliable way to counter it. Oh, you can try to guess and be observant about which gens have been kicked and when someone is going to go down, but then it becomes a choice between 'stand around doing nothing' and 'stand around doing nothing while the gen regresses'.

    Make it block gens rather than incap, call it a day.

    But we'll see what happens with the new icons as that will definitely help.

    @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312876#Comment_3312876

    I'm not arguing that at all. I fully understand why the current regression meta is a thing and for the most part it doesn't bother me all too much. But I think Eruption is a bit of a tipping point with it mainly due to the unpredictability of it and the snowball effect it can cause. It's all a bit of a perfect storm scenario where none of the perks alone are overly problematic, but together they are.

    Eruption is one of those perks that I...actually don't run much, as it's basically a 'win more' perk. It tends to turn games you were already going to win into miserable stomps from the other end, but won't do much to turn a game you are losing around.

    I will also admit that I'm a touch biased here, as I'm sick and tired of literally 'whatever the current killer meta is, is overpowered and must be complained about incessantly until we get it nerfed' mindset that seems to exist on these forums.

    But...again, there is a middle ground here, i.e. changing the incap to a block so people can do bones, heal etc. If the forums are actually being honest (har) then it's more about Eruption being annoying than being overpowered.

  • @Peanits said:

    I can confirm that, like before, DCs will not count as kills towards Merciless Killer ratings.

    I think that's a huge mistake that's just going to lead to nastiness and negative feelings - because, as anyone who's tried to do that sodding Myers achievement will attest, people will DC just to deny you, and it's not hard to notice when someone is doing an Adept.

    It also essentially forces killers into a Catch 22. To prevent someone getting hatch, you'll almost certainly need to hard slug. But people tend to DC when you hard slug.

    It's going to turn Adept into basically 'find the people who won't DC when you play mean' roulette.

  • @LuthirFontaine said:

    I've been through 8 games now no one survivors. Last game I had a trickster that could not miss a shot. Would be nice to find a lower MMR killer just for a change of pace, what my Mmr to high haha?

    Tldr can I get someone my skill lv please

    Probably at a lower MMR than you?

    (That sounded sarcastic, but it wasn't).

    Here's the thing though. You get a lower MMR killer. You then flatten that lower MMR killer. It might be fun for you, but it's miserable for them.

  • @Mushwin said:

    Is a lot of Y'all are just whining and such over nothing! 3 pages I went through with this needs doing, that needs doing. Heck some of you argue more then my kids do! lets start spreading a lil more good vibes this year then banging on about stuff.

    Shrug.

    Yeah, the QQ gets under my skin a bit sometimes, but...generally gaming forums are used for feedback, and people with no complaints are generally too busy playing the game to bother posting on forums.

  • @Pulsar said:

    Idk, probably Tombstone Piece. Nurse. Hyperfocus toolbox squads. Matchmaking. Some tile set-ups and maps. Billy's collision.

    I swear, more teams are starting to realize that Hyperfocus + Fogwise is probably the most broken thing that has existed in ages. It's like prenerf OoO, but with zero downsides and you can melt gens on top of it.

    And apparently Fogwise is still 'bugged' and showing undetectable killers.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312828#Comment_3312828

    Eruption itself is not an issue - it's the stacking of it with things like Call of Brine, Overcharge, Jolt etc. when it becomes an issue. The problem is, it's VERY OFTEN stacked with these perks so you just know from the moment Eruption activates the match is just going to be a trial of attrition which isn't ideal.

    Here's the thing though.

    Regression perks were, for the most part, nerfed across the board and 10 seconds were added on to gens.

    However, BHVR than buffed some faster gen perks out the wazoo, left some stronger ones untouched and added more perks along these lines - meaning that, in a SWF, you can do gens faster than in 6.1.0.

    Eruption may or may not get nerfed (and when it does, yay, we can go back to complaining about PR or something until that gets nerfed) but killers don't run deep regression because it's fun.

    They run deep regression because there's always a chance your next match will be a bunch of gen bunnies with a nasty map offering (and because outside of regression, killers don't have many universally useful perks that aren't info related, and info gets redundant fast).

  • @kaneyboy said:

    Pinhead sitting on his box in a snowman should had been instantly fixed- why does this game take so long to address issues? Things like this make people not want to play.

    Probably the same reason as why they haven't fixed the...trick (see: exploit) to never get AFK crows.

    It's just not a priority.

  • @Dionysus42 said:

    The developers never stated that this perk was nerfed due to the power of NURSE. Rather, they stated clearly that it was potentially too strong in the hands of 'some' killers. This is a plural. I.E., the nerf was never purely due to Nurse. If you say otherwise, you accuse the developers of LYING to the audience, and I expect you to be chastened for spreading 'disinformation' as the developers often remind posters not to spread it.

    ...Who exactly are you arguing with here?

  • @Mockingjay_S451 said:

    uhmmmm… if you think being killer is exhausting. Hello, solo queue? Talk about a physiological investment.

    Killer is as strong as it ever has been. As others have said, if you struggle with killer it’s a skill issue (not meaning this as a dig, it’s just the truth).

    Uh...did you read the OP? Because this is pure whataboutism, and not even whataboutism on the same topic.

    He's talking about the prisoner's dilemma that is playing killer - meme around, play chill and you get stomped into the ground by a strong SWF who tell you to uninstall in postgame and attempt to friend you on Steam to berate you some more.

    Go in hard from the start, someone DCs 2 minutes into the match and you get called every name under the sun in postgame.

    And no, it's not just a 'skill issue'.

    It's partially a balance issues (with the right map and perks, survivors can do gens faster than they were pre 6.1.0) and partially a matchmaking issue, but...like:

    Smurfs.jpg

    Christmas Eve. Last game of the night before relatives arrive. So fire up Demo, chill perks and a flan.

    Get sent to Garden of Joy by 3 comp players running Fogwise x2, Hyperfocus x3, PTS x1, Stakeout x3, DH x3 and a BNP a piece. And the infinite spawned in the main structure.

    I'm an okay Demo player, but there was...just nothing I could do. Gens flew, Fogwise meant that they could see me coming a mile away and I ended with...I think 3 or 4 hooks total, two of which were on the solo. Postgame, I realized that the least experienced of the three had 7k hours, with me at <1k split between survivor and killer.

    How exactly do you outskill that without knowing the sort of team you'll be facing before you start the game, and just bringing your strongest killer and perks?

    @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312788#Comment_3312788

    I would rather do 10 solo queue games than a single game of Killer against a SWF toxic squad.

    This is not even a comparison.

    There's losing (Aw shucks. We lost), and then there is being personally humiliated for 10 minutes straight.

    Eh, solo can be pretty obnoxious too - but this isn't a 'killer is harder than survivor' thread. It's a 'killer can be bloody frustrating' thread.

  • @Mister_xD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312678#Comment_3312678

    My experience with this game has never been worse than when MMR freshly released. DbD is simply not a competetively viable game and them putting a competetive matchmaking system into it is a decision I to this day struggle to understand (and BHVR apparently too, because they have been nerfing this system so hard that, by now, it's about as accurate as the old Ranks were).

    But at that point the damage was already done.

    They fixed the MMR issue, sure - but that was just the thing that tipped me over the edge. I have a long list of things that frustrate me with this game, none big enough to quit the game over, yet each being just one more good reason to stay away.

    MMR wasn't done for the sake of competitive play though. It was for us intermediate-ish players.

  • @Mister_xD said:

    Currently only because I have a friend who keeps begging me to SWF with his group. That said, the last time I had DbD open was October 28th, because he too is getting rather frustrated with the game.

    When I started I got hooked (pun intended), because I genuinely enjoyed the game. It was very unique and I too felt this continuous sense of improvement that kept me playing more and more. However, after reaching a certain skill level and realizing that your skill really doesn't matter a whole lot in the face of power that RNG holds in this game, the reason I still played changed to FOMO (fear of missing out) and sunken cost fallacy - a strong curse that kept me playing, despite not enjoying the game a whole lot anymore, for a long time.

    Then BHVR decided an MMR system was a good idea, to this day the single worst decision ever made in this game, and I finally managed to break free. Only took me around 5000 hours to do so.

    Right now Events sometimes bring me back, I did play quite a bit during 6th Anniversary and a bit throughout Halloween, but that's about it.

    Interesting. I think MMR was a bit rough on veterans, but a lot better for everyone else.

    I mean...I started under ranks, and that first week after the monthly reset was awful. Plus...holy crap the smurfing.

  • @NekoGamerX said:

    funny know care we depip? or people think the grades are the MMR either way I like to know.....

    grades are time played so when I depip am I minus my time played?

    Huh?

    No, this is a weird response that I don't really follow. Is it a strawman, or am I just not understanding you?

    One of the goals for every month is getting your grade as high as you can, because those BP rewards are amazing.

    Depipping, especially on survivor, feels unnecessarily cruel because far too often it has zero to do with how you play, and instead determined by what the killer does.

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