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StarLost

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  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016122#Comment_3016122

    It was... as the picture showed the trapper... in his mining gear. I have seen the loading screen reference the OP is talking about...

    However, definitely something they could do in the future. Personally, i was not a massive fan of the film and did not watch the second... but hey... i am not a fan of any resident Evil after number 3, so the miner appeals about as much as Wesker to me lol

    Oh...huh. Yeah, I only caught a quick look.

  • @AcelynnBen said:

    and im ngl, even tho some of my fav perks got gutted to certain extends im happy with these changes

    Overcharge and Call of Brine together

    are about to become op af for holding down that one gen together

    just don't eat me because everyone seems to be mad with the current changes (most survivors that is kek)

    It's only really strong if they ignore the gen, and will still require you to head over and kick it. It's going to be a fun combo, but keep in mind that Overcharge takes a long time to build up steam.

    I'm loving the new Surge.

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016443#Comment_3016443

    There are ten Hellraiser movies to 2 My Bloody Valentines, It's very different. I would love to see Harry Warden Don't get me wrong, I just think it's very unlikely they'd go for that license

    https://us.v-cdn.net/6030815/uploads/HCN4N9CZF5CE/16559272618476354603522076654743.jpg

    Huh, I always mentally read that as 'Wharton'.

    Yes, there are a metric ton of Hellraiser movies, but only 2 are really well known. 2 are schlock and the rest are straight-to-DVD crap that I'm amazed still has an audience.

    The Puppetmaster series has even more films, but I bet that almost nobody can name a single character from them.

    Also - your collection is amazing!

  • @CrowVortex said:

    The only way i see to counter Off the Record is to either deny it by hitting the rescued survivor within BT's time frame if that stacks with it or just straight up focus them out. Which does the opposite of what the devs proclaim... Giving how this perk could potentially be as abusive in SWF's teams if it's more than one use, just like current BT body blocking, but now with 80 seconds, if you leave the off the record survivor, they could intervene at any moment, extending a loop, wasting potentially as much time as current Dead Hard does, why would any killer allow that scenario to happen? Especially if combined with New Dead Hard.

    Now i'm not sure if the Mending status prevents future endurance effects being applied while afflicted, but in this instance, it should. If it doesn't, then i see no reason not to tunnel you out once i know you have it.

    Yeah, OTR is probably going to need a look before it goes live.

    They changed DS because it's frustrating to have an invulnerable survivor teabagging you from the exit gates. Then they made the exact same problem, but worse.

  • @Marik1987 said:

    Officially DEAD now. I wanna puke!

    Hardly.

    DMS will still be an excellent perk. It just won't have the disgusting synergy with PR.

    As much as I love PR - let's be fair, it was too strong and did too much.

    Now PR will be part of a SH build, and DMS will be a good perk that becomes very good with any sustained mobility/disruption killer.

  • @Laluzi said:

    Like others have said:

    Calm Spirit: It was bad before, now it actively hinders you. Not a chance.

    Ruin: 100% regression doesn't have an impact in fast-paced games, and there's far better alternatives with Pain Res and buffed Jolt and Overcharge.

    Spine Chill: The perk literally does nothing your eyes can't tell you for free anymore.

    Self-Care: It was already stigmatized and now you want to make it 45-second heals? No benefit to medkits? Yeah, no, this is blatantly a noob trap perk now.

    Iron Will: When it comes to sound, it's all or nothing. Many players use headsets and will pick up on quiet sounds. Giving it a conditional 100% sound debuff would have been better for the perk's continued usage.

    Decisive Strike: There is literally no reason to use this perk over the new Off The Record. Way too overnerfed, doesn't fit its own niche anymore.

    Pharmacy: Forcing you to wait until you're injured makes it more likely that chests have already been opened by the time you can get to one.

    Yeah.

    Off The Record and Knockout are going to be evil, evil perks now.

  • @Norhc said:

    Next licensed killer is Wesker, my dude. Stop living under a rock.

    What if it's a really comfy rock?

    It's just...such an odd reference if it's for nothing.

    @Microchipd said:

    There was a reference to the thing aswell the picture was kate with snow etc the writing said lets wait here and see what happens

    The Thing would be...honestly, the last major franchise that I'm really hoping for, as it's among the best horror films ever made.

  • Oh, if anyone sees the anniversary message, please snap a picture and put it here. I will if I see it again, but it's the first time I've seen it in maybe 100 games.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014125#Comment_3014125

    Its survivor and killer, just bad playerts all round which I dont massively see but recently I'm seeing so many players just throw or never touching a gen.

    Maybe it's the increase of players but it's a bad experience either way sadly

    Yeah I've seen things stabilize a lot since the event started, as people find their place. Give it a try today, having great matches thus far (very, very even).

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014479#Comment_3014479

    Killers can count to 5 and still tunnel. Bubba will be even easier to camp and tunnel. Since you increased gen repair times, you buffed tunneling.

    That's baseline. You can bring other fancy stuff (OTR is going to be...evil) to improve it.

    I'd have preferred it if killers couldn't use their powers near hooked survivors or shortly after an unhook near that hook, but let's see how this shakes out. The Haste effect is also pretty nice, and if it's enough to avoid a followup sweep from Bubba that's more than sufficient.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015557#Comment_3015557

    agreed!!

    and these changes... man ooohhh man.

    not liking how its shaping for solos :(

    I'm...a little worried myself. Hopefully this at least helps with camping, but NOT looking forward to the new Knockout.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014986#Comment_3014986

    yes my post was not to say DBD is dying although I dont blame anyone since saying player count is dropping could equate to that...

    the game is going to have a player base no doubt but I just want DBD to hit its potential :(( and I agree its come a long way but you dont get a pat on the back for making it half way....

    When it comes to gaming, there is no such thing as perfect. You're always improving, and sometimes that means taking some risks.

    I'm not loving all the announced changes, but I'm willing to see how they shake out.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015236#Comment_3015236

    I'm not worried about Off the Record being OP, but it's just dumb to double nerf an already bad perk, only to then mega-buff another perk to exactly take its place.

    It has a bit of a different usage.

    What makes OTR attractive is that you can bring it yourself, and won't have to rely on the chumbawumbas in your group to bring BT.

    I predict a lot of OTR survivors teabagging for minutes in the exit gates is going to be a thing though.

  • @Krazzik said:

    Bubba doesnt care about BT or Off the Record and gens take 10 seconds longer now?

    @Marigoria said:

    Yes.

    It all depends on if the haste effect is enough to avoid the follow up sweep. Will have to see in testing.

  • @Taingaran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015054#Comment_3015054

    I hope the developers will return bonuses to bp for perks. After all, in addition to perks, there are still add-ons!

    And how do you like the change of Off The Record?

    It could be even more frustrating than the old DS at the endgame, as a survivor can basically get unhooked, run the length of the map, spend 30 seconds teabagging you and then leave and you won't be able to do anything whatsoever about it.

    But I'm willing to see how it shakes out in practice, I don't think you'll see it anywhere near as much as you do DS now.

  • @LittleBigSunset said:

    We all know that Thanataphobia is already a must for Legion and that Legion as it stands isn't exactly the most invigorating killer to face. As much as I love having to mend for five minutes every match, I don't want to spend half an hour repairing gens because Thana now slows the speeds by 22% and gens take ten seconds longer to repair. Not to mention that everytime you get ran off a gen you'll be mending again.

    I fear these changes are going to make Legion even more obnoxious to verse - not necessarily strong - and an absolute bore on the survivor side. Thana is usually only seen on Plague and Legion anyway, it should be balanced around those two killers accordingly (although maybe this buff was to make it more accessible to other killers?). Thana was a pain in the arse before but managable. Now I fear it's going to make Legion matches drag even longer than they normally do. Maybe the nerf of other gen regression such as Ruin will balance it out but I'm unsure. Will have to see the PTB to be sure.

    Thoughts?

    Meh. I can't believe I get to dust off this old chestnut, but:

    image.png

    @HectorBrando said:

    "Toughts?" after Thana gets this buff Legion is a suicide on first hook every match for me.

    It's...not that much, unless you sit injured the entire match. It's not like Legion is setting the kill rates on fire anyway.

  • @Taingaran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014955#Comment_3014955

    Node has too much counterplay.

    The Corrupt Intervention has become too niche a perk.

    The Barbecue & Chili is now a very controversial perk now. Exactly like the We're gonna live forever.

    NOED needs that element of counterplay, before this it was sheer RNG. It's still a very, very strong perk.

    Corrupt is fine being niche. It'll be good on most killers, excellent on setup killers but you'll avoid the situation where you can camp an early down and defend the gens at the same time.

    BBQ is going to be useless now for anyone that isn't Dredge, Nurse, Demo or Artist, but I don't hate that.

    WGLF is going to be completely useless.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014956#Comment_3014956

    We back to start, lol.

    What promised to us? They wanted change meta. Right?

    So what was killer meta? Anti-gen. They added some stuffs to help killers. And some buffs for chase, so you can finish chases faster and this mean you can catch them faster. Faster chases = you can defend your gens faster.

    All of this killer changes pretty good. But killer meta did not nerf so much except Ruin. So people will still use Pop, Corrupt, PR etc.

    Survivor meta? Yeah they butchered survivor meta. And they added anti-tunnel/anti-camp power to basekit (jokee).

    What they added? BT for 5 seconds. But problem is time is so short. You can bodyblock survivor, so they can not go anywhere safe. 5 seconds is enough time to do that. And then you will take them down. Even they have DS, it is 3 seconds to use. And 1 second is already going before you start to run. So tunnelling will be worse and you will still need to use BT for have at least have chance.

    So if you still need to use BT, how meta changed can you tell me please? Even it is so bad now, you will still force to use DS. If this changes looks good to you, you are clearly not playing survivor so much. Or you are SWF player.

    You won't see Corrupt much outside of setup killers now, I predict. We're going to move back into a kicky meta, with CoB/Overcharge/Pop. I don't mind that.

    DS didn't need the nerf outside of not working endgame (which OTR now does in spades, and will likely be even more frustrating).

    I think people are sleeping on the 7% speed boost. That's pretty nice. If you get hooked in the basement...well, don't get hooked in the basement.

  • @Sylhiri said:

    If you are running around for 80 seconds not doing anything, how is that not gameplay sabotage?

    It's more that this means that the desperation move of hook and camp to get one kill at endgame no longer works, as the survivor will be essentially invulnerable after getting unhooked and can just run straight out the gates.

  • @Aven_Fallen said:

    New players will just have to prestige Characters to have their Perks on all Characters. Old players needed to grind all the Perks.

    Prestiging takes far less BPs compared to getting all Perks on a Character, so it is 100% less grindy for new players.

    Ah. Yeah, okay, I see how that makes sense.

  • @bittercranberry said:

    I am lost for words for this game, I was going to rant but instead I just uninstalled.

    its 2022 BHVR just do better.

    Shrug.

    Games peak over time. DbD probably peaked at the end of last year.

    The numbers still look healthy though, and will likely remain so for another good 5 years.

    Also - this game is 100x better than it was at this point last year, let alone the year before that. I still remember when I started out in 2020, basically every map having at least 2 spots where you couldn't pick people up.

  • @Taingaran said:

    Spin Chill deserved a change. Don't forget, the survivors still have such a skill as Premonition)

    The Barbecue & Chili is dead.

    The Corrupt Intervention is dead.

    The Tinkerer is dead.

    The Hex: Ruin is dead.

    The Noed is dead.

    Off The Record rose from the ashes))

    NOED will still be good, it just won't be the unstoppable force of endgame power it was. You'll have to defend and fight over the totem.

    Corrupt will still be excellent for setup based killers.

    Tinkerer is fine. It was a bit much previously.

  • Yeah I really want to know the breakpoints now, so I can preemptively prepare the killers I want perks from.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014613#Comment_3014613

    Unless the bloodpoint incentitives are going to give me at least +100% BPS per match, you’re making my addon grind worse.

    I only have two killers that are prestieged at all. I’m so far behind the prestige grind, and there are so very few killers I play because of SBMM, that it’s a waste of time for me to prestiege more killers. Most my killers only had enough perks unlocked to be “good enough” for the pre-SBMM era. Unless you’re going to P3 all my existing killers out of pity, the prestiege rework isn’t going to help me at all.

    RIP my endless sustain of vanity mirrors for my Myers.

    @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545

    We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.

    We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.

    New ways...plural?

    Aside from the queue rewards (which ideally won't ever go past 25% or so), what other sources are there?

  • @WeenieDog said:

    Stealth killers rejoice.

    It's still going to hard counter Ghosty and Myers.

    The problem is that it's now useless against anyone else.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014670#Comment_3014670

    DS is now stunning you for 3 seconds. I am not complaining about exit gate part, 3 seconds is also nothing. DS was never stopping tunnel, now it will be worse. Specially against Nurse, Blight and Spirit. Can not wait!

    Mm. I think that this is phase one of the changes - we're still waiting on the solo queue help.

  • @Nathan13 said:

    What happens if you don’t down a survivor at all??? Will the gens be blocked forever?

    I think the old duration still applies, it just ends early if you down someone.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014434#Comment_3014434

    Last time they showed kill rates, they were all at about 50%. Maybe they went down a bit? But with all these buffs to killers, there needs to be more for survivors than just a laughable 5 second endurance and haste status effect.

    Those numbers are heavily skewed by newer players, which is why Nurse is at the bottom and Cenobite is at the top.

    I'm guessing the devs are working off a better list.

  • @Satelit said:

    R.I.P Spinechill,another dead perk to clutter the bloodweb

    Mm. I hate going against this perk on Ghosty and Myers, but this was an overreaction.

    Removing the vault speed is already a big nerf, and simply this plus it not working against undetectable killers would have been sufficient.

    Now - it still counters Ghosty and Myers, but is crap against anyone else. This feels bass ackwards.

  • @mouse0270 said:

    Because isn't that 600% regression? I don't know how long that is, but that seems like quite a bit...

    I don't know the math on how gen regression works, but if someone does could you let me know? Like add Pop to this and its 600% of 20% less of then gen then when they kicked it...

    I feel like those three perks are basically... Bye bye gen.

    Shhh...

    Iksnay onyay athay ombocay.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014413#Comment_3014413

    We've tested a whole bunch of durations for them leading up to this, and often times they felt too long to be in the base kit. 5 seconds may not sound like much, but it can be a game changer. As long as you can reach a pallet in that time, it accomplishes the same thing. Alternatively, another Survivor can use this time to get in position and take a hit for you.

    The issue is more that the strong campers can both instadown or rapidly mow down the rescuer while also drilling through the endurance effect. Bubba's multi-hit, Trickster's knives are my immediate concern.

    @Omans said:

    This was the time to remove grabs on healthy survivors going for hook saves.

    That alone would help alleviate so many problems with solo queue, and yet...nothing in these changes for solo queue.

    Nurse made even stronger by the changes to decisive strike. Decisive stike as it was wasn't even enough time to get any distance from a nurse.

    Some good changes, of course, but just truly a lack of foresight about what is truly wrong with the game, especially for solo survivors.

    I'd be happy to see rescue grabs completely done away with too.

  • @MikaelaWantsYourBoon said:

    I am happy for killer buffs first because they were feeling weak against SWFs and good teams.

    But now they butchered all survivor meta, killer meta just have small nerf with good basekit buffs. But what about solos? It is really so hard to add more information for solos?

    5 seconds BT basekit is nothing btw. You can bodyblock survivor to go next loop. 5 seconds is NOTHING. And plus DS nerfed too. Good buffs for tunnelling. You are clearly adressed all DbD issues.

    Mm. DS not working after the exit gates are powered would have been fine.

    Spine Chill also got too hefty a nerf.

    The big issue though is that basekit BT isn't going to do all that much to discourage facecamping, as the killers capable of doing this effectively can drill through endurance fairly easily.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014218#Comment_3014218

    Nope. Viable means it is on the survivors to make me make a mistake instead of the killer waiting for them to make a mistake.

    Nobody. Not even the best player in the world makes no mistakes at all.

    I don't think any game more complex than Chess has ever had a match in which absolutely zero mistakes were made. Especially one as mechanically complex as DbD.

  • @Aneurysm said:

    It didn't take too long to get to a reasonable level with blight, especially as the game really liked giving me lerys over and over so you have to be pretty precise for that. Probably rusty af right now though.

    Killers harder to learn for me personally:

    Nurse - I will forever suck at nurse

    Billy - see above also it just doesn't feel worth it to learn properly sadly

    Artist - just in terms of crossmap shots, the rest isn't so complicated

    Mm. I didn't find Blight or Nurse all that difficult to get the hang of. Obviously I'm no expert, but I can do pretty well.

    Artist...the real trick is understanding loops and structures well enough to pop down birds and fire them at the right time to injure. Crossmap shots is just prediction and leading a target.

    Billy and Oni require a lot of work to even start to succeed with.

    @Mattie_MayhemOG said:

    With all these people saying that Nurse is easy I would expect to have seen more good Nurse players but since they are few and far between I am having a hard time believing it.

    It's often an MMR thing - once you get to grips with her, a Nurse can roll over teams in a way that very few killers can, so good Nurse players tend to cluster together at very high MMRs. You don't see all that many at lower MMRs for this reason.

  • @steponmeadiris said:

    Wraith! I'd been playing the game for quite a while, and never really played Wraith since I thought other killers had better stealth capabilities. I eventually decided to give him a try because of Otz's killer quiz. I actually found him quite fun, and have been playing him a lot ever since!

    Wraith is...ugh.

    He was perfect before the nerf. Now - yeah, he can be fun, but then you get sent to Gideon's against a strong team and just get looped for the entire match from god pallet to god pallet.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014172#Comment_3014172

    There are only two viable ones. Huntress still gets obliterated by any coordinated team as seen on coconut's streams. He was going mad when mmr came out.

    'Viable' =/= 'never loses'.

    'Viable' also =/= 'brokenly overpowered'.

    Viable means you can contest even the toughest games. DbD is both snowbally and extremely dependent on map and RNG.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014166#Comment_3014166

    For sure. To each their own ! You would think it's redundant with DMS. But there's certainly times where I'm not getting a down for DMS to be on a gen...Or around the gen to push them off with DMS. So deadlock keeps it from popping. And in that 30 seconds. Maybe I do get a down. I do get a PR as soon as dead lock is up. All of the sudden. That gen that was at 80 % got blocked twice and not finished.

    Basically if there's a scenario that you can think of. I've probably seen it happen. As far as tracking...Eh it just comes with paying attention for me. A gen just popped ? Ok there's a person. I'm chasing a person/and or they're on the hook. Deadlock goes off ? High probability there's someone there. All of the sudden I know where 3 out of 4 are. All of the sudden. I know 3 out of 4 arnt on gens

    Yeah, different styles. I'm extremely aggressive, so I like the bare minimum in terms of regression (Surge, PR, DMS) that works without me having to futz with gens, and then I dedicate as many spots to info and lethality as possible.

    Discordance is likely my favorite perk in the game. It'll almost always give me the location of 2+ survivors immediately, and - especially as the number of gens are reduced - gives me more and more as the game goes on. There's nothing quite like lining up a triple bird volley into a Discordance gen over the map and injuring multiple survivors with Artist's purple addon that allows birbs to chain, as well as shoving them off the gen for DMS to block.

  • @AcelynnBen said:

    how the hell do i go from playing games with people who just started playing yesterday, to people with 1k hours, it feels unfair for both sides, either you meet swf bullies or people that literally just panic and keep running into your face

    im not saying free wins are bad or anything but new survivors/killers playing against players that have a master degree in bullying or camping is just is a big no, i will be the first to admit i tryhard while playing sadako, i have a sweaty build, but i have it on because im used to facing SWF, so when i meet new players with one player being experienced, it just ruins the game for both me and them, either everyone dies too quickly and i let one go and get called a weirdo because i have franklin's and noed on her lol, or i just put everyone on second stage and afk (so i can kick gens and get points)

    just put ranks back it was fun reaching iridescent 1 and just messing around with new builds or memeing with survivors or hell even giving free games to survivors, not that im saying that ranks were balanced sometimes u would face bronze players as iridescent 2

    and literally just yesterday i played one sadako game and got lectured about "tryharding"

    played ghost face next game, met a flashlight squad with the sole purpose of bullying me, which didn't work out for them

    it honestly just feels unstable

    Here's a trick that will ensure you get far more even games.

    If you join a lobby that already has 2+ people readied up, dodge. That's a backfill lobby, and they can be bonkers.

    Ranks were rubbish. I started under ranks, right at the monthly reset and within 10 games I was facing people with hundreds or thousands of hours more than me. Despite being terrible, I was in purple ranks by the end of the month and was regularly facing ridiculously strong SWFs.

    SBMM isn't perfect, but 'perfect' will always be the enemy of 'better'. I'd say that 3/5 of my games under SBMM are fairly even, win or lose. Under RBMM, it was probably less than 1/10.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013623#Comment_3013623

    yes, range killers being used by people that live on them like coconutrts (obvious streamer you refer to) and artist who can shoot through everything. What about the other m1 and nerfed trash?

    huntress is map dependant.

    So yes, Huntress, Artist...there we have two more 'viable' killers, even by your ever-shifting goalposts. You can go watch Ayrun and co. to see how lethal a good Plague, Hag, Oni and Pyramid Head can be too (one of the best survivors in the world, and he sometimes get shattered by these killers). Hell, even a cracked Billy can do good work at the MMR cap.

    Nurse and Blight can also be map dependent. Lery's, for example, can be absurdly bad for Nurse due to how the doodads mess up her teleports and both Swamp and Eyrie can be very tough for Blight due to the inconsistent hitboxes and collision.

    Don't whatabout. You said that only two killers were viable. I already said that, yes, there are also killers that need buffs - but that's not what we were talking about.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014128#Comment_3014128

    You would think so. But not nearly as much as you think. It's not about the PR regression. It's about the DMS value....You'd maybe be very surprised how many times dead lock is up. So PR goes to the next gen that isn't blocked....Only for me to get a DMS trigger. So now I have a gen blocked for 30 seconds and 45. Deadlock gives massive value in the build. Even with the slight anti syngery

    Eh, each to their own I guess. If it works for you, go nuts.

    I'd go something like Discordance, PR, DMS, Devour. Deadlock feels a little redundant with DMS in play, and I'd prefer some more info and lethality to ensure that I can provide sufficient pressure as well as slowing the game down.

    @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/329659/am-i-the-only-one-that-dislikes-ruin

    I think all Hex perks are pretty much useless except against brand new survivors. I never use them because of how terribly unreliable they are. The totem spawns are usually terrible, and experienced survivors have no problems finding them. BHVR needs to really think about how to rework these so they’re actually worth using at higher levels.

    I'd disagree.

    I see Ruin at even the highest levels of play - it sometimes gets cleansed super early, but it can also get people running around to make it easier to find them/get them off gens.

    Plus, some combos like Plaything/Penti or Devour+Ruin+Retribution+Penti are incredible on any roaming/snowball killer. Plague makes fantastic use of that setup, as does Demo, Hag, Cenobite, Dredge, Nurse and others.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/329659/am-i-the-only-one-that-dislikes-ruin

    Try dead lock, dead mans, pain resonance. Learn to push people off gens and take the chases that you should take. Gen blocking is way better then gen regression. You can even use no way out if you're REALLY struggling

    Deadlock and PR have an anti-synergy. I'd go PR/DMS and throw in some info perks.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014117#Comment_3014117

    There is more stuff wrong with MMR than just backfill lobbies. Only considering kills/escapes doesn’t work as a way to measure skill. There isn’t a perfect way obviously, but MMR needs more improvements than just fixing the backfill problem.

    It could be a bit more nuanced, but people misunderstand how it works.

    Yes, you'll get matches where you lead the killer on a chase for 5 gens and then die, while the Claudette who hid for most of the game got away and her MMR will rise while yours falls. However, over time - if you are that skilled, you'll escape more on average and she won't, and you'll find your correct spots.

    Kills for killers I'm totally fine with. I can't see how that could be more nuanced without causing killer MMRs to inflate.

    Survivors...yeah, it's tricky.

  • @EntitySpawn said:

    Games today is what 0 SBMM looks like.

    I'm getting basically new players who cant do anything... and I usually escape often so clearly something is wrong

    Have you been letting people escape a lot during the event?

    SBMM is definitely still working - the first couple of days of the event were a bit manky, as the playerbase more than doubled overnight, a lot of which were returning veterans.

    It felt pretty decent last night, aside from one obviously cursed lobby that I straight up dodged (I don't mind 1 TTV, but 4 TTVs with Cyrillic names...yeah, never doing that again).

  • @HexPleaseLetMeSpeak said:

    Like I genuinely dislike it not because i'm a survivor player and it's too strong, but I'm a killer player and I think it's useless 99% of the time when I use it. Anytime I use ruin it either A. spawns within 50 feet of the survivors and it's gone in 30 seconds or B. they touch a gen to test it and then it's gone a minute later.

    I rarely ever get value out of the perk which I honestly never understood why people saw it as "meta" I genuinely think pop or call of brine is better. Yes you have to waste time kicking the gen, but at least they can't magically spawn next to said perks and remove them completely from the game as it seems to happen every time to me whenever I use ruin. (Yes ruin with undying is a thing but if I have to use a perk, just to get value out of another perk, it's really the combo that's strong and not even the perk itself).

    On another note, I don't think survivors should spawn within 50 meters of any hex... or something like that because something needs to be done about bringing a hex totem just to have it gone within 30 seconds of the game starting.

    It's still an amazing perk - it's effect is crazy powerful, offset by it's unreliability. It works extremely well with killers that can innately defend totems well, either directly (Hag, Trapper, PH) or indirectly (Demo, Dredge, Onryo).

    I generally don't like hexes aside from Plaything, Penti and Devour - but there's a reason why you still see it so often in games from intermediate to ultra high MMR.

  • @Todie77 said:

    Could be idea (werewolf, firefighter, etc.) or an idea for a power, regardless of balance

    • A giant spoopy spider that drops down on survivors from above.
    • A plant based killer that can teleport to trees.
    • Some sort of summoner that creates independent minions to hunt down survivors.
    • A Xenomorph
    • The Thing
  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013678#Comment_3013678

    The MMR system is broken regardless of SWF or not. It heavily favors lower queue times over fair matchmaking and I think backfill lobby’s still get high priority completely disregarding the mmr scores.

    Not perfect =/= broken.

    Backfill is the only enormous remaining issue, and if you don't want to take the chance of a backfilled lobby, just dodge.

  • @Cybil said:

    I'm sick and tired of Kates always getting away with this nonsense!!!

    For me it's usually a Claudette or an Ace. Or it's a Jane/Nancy that collects crows in a locker.

  • @MommyHunktress said:

    this kate did not touch a gen ONCE and then slow vaulted on purpose to get hit to be able to dead hard to the exit gate. the fact that the killer ignored her makes it worse

    Yeah, you get all sorts in solo queue, but it's not all bad.

    Had a game this evening with an Ash that was a sabo monster. Ran MoM of all things, plus a styptic and holy crap did he win that game for us. Always Johnny-On-The-Spot with those sabos.

  • @HexPleaseLetMeSpeak said:

    So am I just meant to get a 2k on purpose when I know I could get a 3k or a 4k on blight JUST so I can not have my mmr randomly spike to amazing players that will loop me for 2 minutes in one area while im trying to learn the killer orrrr what?

    Like holy hell this is actually REALLY bad. The fact that as a player of this game, I'm not allowed to go out and learn new characters because I get literally punished for doing so. Wild.

    Hmm.

    Okay, a few things.

    • MMR does not rise or fall insanely fast unless you're getting 4ks or 0ks frequently.
    • Getting a 2k, from what I understand, isn't much different to getting a 3k.
    • A 0k tanks your MMR quite hard.
    • A 4k raises your MMR quite hard.
    • The first kill is worth more than the second and third.
    • If you start a new killer, it pegs it at the average MMR of all your killers.
    • Unless it's Nurse or something, a lot of basic killer skills are interchangeable - locating, chasing and downing. You'll do fine with your new killer, and if you lose a few games here and there, there's no harm.

    @ihateboons said:

    When you face a SWF, guess which MMR is actually matched with you? The lowest. So you can have 3 players with insanely high MMR, carrying a newb, and if youre in that newb's MMR range, you are going to be stuck with that lobby unless you dodge it.

    How do I know this? After playing this game a ######### ton and watching Streamers(Fog Whisperers and the like), its brutally clear that the MMR system is completely broken when it comes to SWFs.

    That's incorrect. I'd have to dig up the QnA, but a SWF is matched with a killer with an aggregate MMR of the group.

    The really bizarre games tend to be caused by backfill - a killer sees an obvious SWF, dodges the lobby and the system grabs the next available killer. I've started dodging any lobby that has multiple survivors readied up when I join, as these matches tend to be chaos.

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