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StarLost

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  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000776#Comment_3000776

    you can call bull all you want, does not change the fact that in the rare times i face bubba, only 2 times that i can recall did they ever camp. You having some odd conglomeration of camping killers does not negate the reality in which i see in my games. And I dont find it a very compelling argument that 5 gen camping bubbas are all that common among the bubba playerbase. I enjoy bubba and while i rarely play him after leveling him up for his perks I didnt find any need to camp a hook in any time other than when your ultra altruistic teams were hook swarming and was able to maintain my regular playstyles.

    Now i am not negating that YOU have experienced some apparently large amount of them but it has been a non issue in my games.

    I had already explained to you previously that i was referring to a particular situation as is rather obvious in the OP and then highlighted that to you once more. You then did nothing other than give a nothing burger response so i have no need to engage you further on that front.

    I never made any comment on your play time, however you stated that no one EVER said what i was referencing which you simply can not back that up and you know it. So trying to use that in an attempt to dismiss what i said is disingenuous.

    I can...bull? Sigh. You really cannot make your point without being hostile, can you?

    You can look up the killer play rates. Bubba is pretty decently high. So either, yeah, you're telling pork pies or you're experience is a-typical.

    There is a reason that the 'I'm being camped' icon for the new survivor states was a Bubba. Why do you think that is?

    Yes, you used a fiddly definition. Again:

    "Tunneling does NOT exist when 3 gens have been done. when there are 2 gens done the killer needs to get outs.(and 3 gens are often done in the first few mins depending on a few variables)"

    You are assigning your own definition to things to suit your argument.

    And yes, you are being deliberately disingenuous in the last part. If you can't argue your point without doing this, why bother?

  • @Cleverotter said:

    Before reading this, a quick disclaimer: I mean no offense towards any hag mains. They can play the game how they want. This is just some things that bother me about her design.

    1. Often, I see people using her entire play style to camp. They find a 3gen, place traps around, and guard it like hell. This just makes a boring stalemate.
    2. Even if they don’t do the 3geb strat, they often will spam traps around hooked survivors and patrol the area around them

    I almost always see these two strategies done every time I go against a hag.

    That's...not camping.

    A camping Hag is the latter one.

    I play neither way - I do a roaming Hag, and do pretty damn well. Although I'm not above getting cheesy if the game is going south.

    @Laluzi said:

    It's kind of hard to play Hag without trapping hooks, particularly on outdoor maps. She has trouble chasing people when she's not teleporting, and hooks are one of the few places survivors are guaranteed to go.

    Trap the hell out of the central structure, and any chokepoints. Cut the map in half, then chase people into it.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999320#Comment_2999320

    nah killers powers shouldnt be negated like that, burning wraith is ok because its easier to avoid. also ill have you know im a huntress main... so yeah i look at walls and bait out flashlights and people typically never get the save, ive probably had 2-4 saves on me because i just wasnt paying attention enough, ive had 4 man squad and i never brought franklins or lightborn and still won without any saves done

    You've obviously never had a duo locker squad with flashlights before - literally unavoidable saves, can be done endlessly with no way to prevent. Saw it for a while after that Tru3 video, but haven't seen it much since, but when it does crop up - you literally can't hook either of them until their batteries run out.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000485#Comment_3000485

    Three games in a row just now above 31,000 BP begs to differ.

    Not even all winners, first was a 4K, 2nd was 2K and just had one on the Game for 1K.

    Once I actually get BBQ on him I dont think I'll be using anything else for BP!

    Uh...I don't think it's physically possible to get 31k in a 1k game, simply because you'll cap out everything before you hit that point.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000518#Comment_3000518

    "Now, very few people would begrudge a killer camping at EOGC to get a kill, or tunneling someone out in a tough game, but that's not at all what I see. People that tunnel are going to tunnel at 5 gens"

    Even you would have to agree that taking the game from 4v1 down to 3v1 ASAP results in a much more manageable killer experience, it makes sense in a lot of scenarios to take someone out early.

    I don't begrudge any killer that tries to do that and does it well because it makes really good tactical sense. Its also well within the game rules to do should one choose.

    I'm not a fan of a lot of "obnoxious" play but if there was obnoxious play, or oppressive tactics, I'd rather see it from the killer side as that's thematically appropriate.

    Nobody stops to ask Michael Myers if he could politely not murder them so they can have some more screen time in the film.

    I realise DBD isn't Halloween but that's what it emulates and I enjoy DBD most when it does emulate a horror film, which means killers being as nasty as they can be while in game.

    I can also separate so called "mean" behaviour in a fantasy game world from genuine mean behaviour in the real world, just because a killer camps and tunnels doesn't make them some horrible person out to ruin people's fun because its only a game.

    I can lose viciously in game to someone whom played as mean as possible and still be their good friend outside of game precisely because its only a game.

    Does it? Sure.

    Someone said something a while back that made me chuckle:

    "Tunneling and camping are like eating a puppy. If I'm starving, then pass the ketchup. But if you immediately ask what they have in terms of puppy dishes the second you walk into a restaurant, you need to be sectioned".

    Sure, it can make 'tactical sense', in that it's a strategy that requires substantially less effort to execute than counter - it's the DbD equivalent of a 6-pool in Starcraft. But it's still cheesy as hell and unfun.

    But okay - let's put tunneling aside.

    'As nasty as they can?'. Let's...unpack that one.

    So...you really see nothing wrong with facecamping someone out at 5gens or slugging people and bleeding them out with knockout?

    What about walling them into the poop room in The Game?

    That's pretty nasty.

    @thrawn3054 said:

    Oh good, another long winded explanation from a "I play both sides" player as to why "insert x" is valid. I think it's about time for another break from the forums.

    If someone disagreeing with you on the forums gets you this twitchy, then...yeah, probably.

    @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000518#Comment_3000518

    i am sorry that your experience has that much of it. Even tho i dont see many bubbas, only a minority of the ones ive seen have done so. in fact iirc ive only ever faced 2 hard camping bubbas.

    and no, i did not sorry.

    I am pretty sure you have not read every forum post, every chat message from every match, every YT comments so please avoid making such a ridiculous comment like that again. Those people absolutely exist.

    Sorry, but I'm calling bull on the first. I see plenty of Bubbas. Most of them camp. I also watch a few streamers, and when they play against a Bubba, they immediately expect a camper.

    And yes, you did. I quoted you, directly.

    And duh, of course I didn't. I swear, there's a name for this fallacy...

    But I do play a lot, read the forums a lot and watch quite a few streams. Not quite seeing your point. I'm not telling you how to think, I'm telling you how I think.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000406#Comment_3000406

    • ”Tunneling” is a pointless buzzword, there’s no consensus on what it even is let alone whether it’s good or bad or otherwise. And the vast majority of times I’ve seen people complain about “tunneling” in aftergame chat it was sore losing by survivors who happened to get downed twice in a row or who I continued chasing after I injured them. There’s absolutely nothing wrong or unfair or unsportsmanlike or toxic or whatever for downing someone more than once or chasing an injured survivor over a healthy one.
    • The original poster is very specifically talking in their post about “proxy camping” not being an issue. There’s a significant difference between actual “facecamping” and “proxy camping”. The former is a behavior that the devs have explicitly said they would like to find a way to steer killers away from because a killer standing around for two minutes at a hook is boring for everybody involved, so even though it’s already a suboptimal strategy a lot of the time it’s still important the game make it not FEEL like it’s a good strategy if possible. The devs simply haven’t found an actual specific mechanism yet though that they like which does that without breaking something else.
    • ”Proxy camping” on the other hand is not toxic or unfair, etc. It’s literally just playing zone defense. There is absolutely nothing wrong with defending a portion of the map that contains gens and hooks.
    • Words mean...things. Yes, people misuse it, but there's very much a case where someone will literally be up your butt the entire game, preventing you from really getting much BP or grade points. Again, it's all relative. Nobody reasonable is going to get their underpants in an uproar about focusing someone out in a tough game, but when it's a stacked Nurse queued into a solo group on Midwich and then proceeds to literally tunnel everyone out individually - that's definitely not sporting.
    • I agree about proxy camping, but he said 'camping'.
  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000406#Comment_3000406

    1. I cant deny your experience but match making must just be much better for me than you then so idk what to tell you. and i play primarily at night but do still regularly play during the day as well.
    2. No us vs them, this thread is about a very specific topic that obviously applies to one side. there are plenty of nonsense things that killer's complain about to but that was not the topic of this post so kind of an odd thing to bring up.
    3. I never mentioned anything about camping/tunneling being OP or anything in regards to its fun value so i dont see the point in this comment.
    4. I have many many hours in the game(which of course doesn't mean i know everything, but does mean ive been around for a while) and In my experience, when people camp or tunnel and I see what they are referring to, what they are referring to doesn't apply as such in any rational way. Of course you can hold a different view, but i am stating my opinion as the thread title stated.
    5. what have i redefined? tunneling is defined as how I stated in the game, and camping is when someone doesnt leave the hook. I very clearly stated particular scenarios where those dont count and if we are going to be charitable and assume no one is being disingenuous and Survivors dont think that when a game is 70% over its not fair that a killer's does whatever he needs to do to win, that calling such actions at that state as what is colloquially considered as camping/tunneling as it applies to early game and not to late game, then how i defined stuff should be very clear cut and obvious.

    Yes, we're clearly having a different experience. I'd say...maybe a quarter of the killers I face either camp, tunnel or hard slug outside of any tactical need. Almost every Bubba hard camps at 5 gens, for instance.

    And yes, you absolutely did.

    "Tunneling does NOT exist when 3 gens have been done. when there are 2 gens done the killer needs to get outs.(and 3 gens are often done in the first few mins depending on a few variables".

    Nobody until you posted this has ever said this.

    Now, very few people would begrudge a killer camping at EOGC to get a kill, or tunneling someone out in a tough game, but that's not at all what I see. People that tunnel are going to tunnel at 5 gens. And that's before we get into the recent obnoxious trend of Knockout 5gen sluggers.

  • @Canas said:

    They all bring the same three perks: Dead Hard, Borrowed Time and Decisive Strike.

    The fourth slot is usually reserved for Circle of Healing, Unbreakable, Resilience or Spinechill. Sometimes they also bring a rogue perk but that's pretty much it. The foundation of these first three perks is unshakeable, it's maddening to see them every single match.

    I'm so tired of being ridiculed for picking m1 killers. Survivors literally will ask me: "why did you pick this killer if they're ######### anyway?" Because I actually care about the characters and ips they represent? This game is meant to be fanservice for followers of horror, sadly it's not possible to have any fun whatsoever if you try to play with these killers.

    How can such an extreme disparity in the pool of viable killers continue to exist? I fear that even reworking the most used meta-perks will make no difference. We need MASSIVE changes to 90% of the killer-roster if we ever want to see some quality of health returning to the killer-role.

    You aren't wrong, but BT and DS are sort of necessary Band-Aids in case you get tunneled or camped. Ditto Unbreakable.

    @pseudechis said:

    DH and COH are often a given, being as strong as they are.

    But not every survivor runs the meta. A lot do that's why its meta but not every.

    You are right about the killer roster though, I find it interesting that people lament seeing the same killers (typically blight/nurse), they are ones that consistently preform at a level on par with a stacked survivor meta.

    I mean we used to see a lot of spirit, slinger and huntress but everyone complained they were OP and they nerfed either their powers or their addons so now we have blight/nurse.

    The collective is still screaming for nerfs too while also complaining that they only see blight/nurse.

    It's becoming more obvious that people don't want varied games or strong killers they just want to be able to loop the same way every game and have it work equally well against every killer. Antiloop has no counterplay, X is boring, you should play like this at x No. of gens etc etc.

    I miss having to guess whether spirit was using her power or not, it was different and threatening and required some observational skills.

    I miss having to aggressively dodge/avoid huntress because her hatchets were scary and she could have up to 3, (yeah hit boxes are still borked and you get some weird hits but the solution to that is fix hitboxes not nerf hatchets).

    I miss having to wildly spin and juke because slinger could quick scope you out of existence.

    I miss having to hide in early game because ebony moris could end you in an instant.

    I miss these things, I get why they were changed to some extent but I miss them.

    People don't want scary because apparently dying in a horror game, even thematically, is annoying... people want safe and predictable because winning is fun.

    Eh. I'm a killer main, and prenerf moris were silly. Ditto keys.

    Yes on Slinger and Spirit...eh. She was a bit much.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3000409#Comment_3000409

    Like every killer, use their power.

    Cut survivors off by jumping to a locker near them. Place your remnant one side of a loop while you cut them off the other way. Successful hits immediately after either of these should be Deviousness scoring events.

    Much easier during Nightfall, so use add ons that increase duration and frequency of Nightfall.

    I do that. The thing is - most killers get...somewhere between 500-800 BP for a power hit, usually as a product of a few components (Cenobite, for instance, gets 300 for snaring and 500 for hitting).

    Dredge gets a piddly 350.

  • @Chocolate_Cosmos said:

    Where would you rank them from most favorite to least favorite and why?

    Which Chapter do you think was the best? and the worst?

    Where would you put all these new killers in the tierlist? (in terms of how good they are)

    Btw 6th Year Killers means: Nemesis, Cenobite, Artist and Sadako (Dredge is 7th Year now).

    Nemesis - Good killer, bad addons.

    Cenobite - Good killer, needs a bit of help somewhere in his kit but not bad. Some addons were overnerfed.

    Artist - Amazing killer, bad addons.

    Sadako - The worst killer BHVR have released in a very long time. Just depressing to play.

    Dredge - My new main. Absolutely lovely. Wish he didn't look ridiculous.

    @amazing_grace said:

    Everyone hates the Artist and that makes me sad. As an artist main, I am in the minority of people who actually enjoy playing her and get satisfaction out of bird sniping. I really liked the Artist and found her power fun to use and a strong killer.

    Sadako was a flop in regard to her strength. She was cool in design and animations, but her actual gameplay has disappointed a lot of people to the point where no one is scared of her when they go against one (if you ever go against one).

    Cenobite is fun. Very annoying to go against and I heard has a bigger learning curve than he lets on with not much reward. I still see a decent amount of Cenobites in the fog.

    Nemesis is a pretty good killer as well. I think he also fell below people's expectations, but he isn't a terrible killer. Has a pretty decent power (when it works) and you can get some crazy games with him. His zombies aren't the best at times, but they aren't completely worthless 100% of the time.

    Pinhead's major issue is that he just struggles against good survivors, as his anti-loop is both very difficult to use and...not all that great. He was carried hard by a few busted addons, which were then nerfed to Freddy levels of bad.

    He's not bad, and if you can finagle a Hunt, you're doing pretty. He's just...one pass from being really great.

  • @Seraphor said:

    I haven't had a problem getting BP with him. In fact the past week of playing nothing but Dredge I've probably score more near-perfect games (31,000 BP or more) than ever.

    Huh. Not sure what I'm doing wrong then.

    I'm struggling to max Deviousness, and also chase/spot survivors. I'm not struggling to win on him, just get BP.

  • @InvadeGames said:

    I will preface this by saying maybe in your part of the world players play differently but I am in NA and this is my experience as someone who plays both sides.

    This forum constantly whines about camping and tunneling and i have seen time and time again what people claim is tunneling and camping. And your not being either.

    vast majority of killers dont face camp. Not at mid to high mmr. if your being facecamped your probably a bad survivor and dealing with new killers. I get a face camper 1 out 50 something matches. And thats usually when a killer was ran around all game and you can tell they are frustrated.

    proxy camping is not camping and is a 100% good and viable strategy.

    I have often been accused of camping when i hook someone literally travel to check 1 or 2 gens and patrol back to hook, then go away do the same until the unhook. I time this in such a way that I can add pressure to a solid portion of the map and time that when the save happens i can end up close by or at least on the way. This is SMART gameplay. there are 2 people not on hooks with at least 1 injured, that i can get a trade on, or get the unhooked right back down and possibly pressure a second or third person right off hook.

    or sure i can let every unhook be safe and have them heal up and start all over again. Im going to make the strategically sound decision, not handicap myself for no good reason.

    Yet I have been accused of camping many many times for literally leaving the hook and often getting a hit on someone else.

    Your not being tunneled. a killer's making an intelligent decision and going for someone who is injured near you in many cases a good idea. Not always but often it is.

    Often times survivors make bad decisions or just end up popping up in front of me as im moving across the map. you think im not gonna go for you? lol

    Tunneling is when EVERYONE else is ignored the whole game till the killer gets you out. this is RARE. (again speaking from someone who plays in NA)

    Tunneling does NOT exist when 3 gens have been done. when there are 2 gens done the killer needs to get outs.(and 3 gens are often done in the first few mins depending on a few variables)

    You wanna complain that it sucks getting taken out in the first 5 mins of the game. sure i get that, but almost 50% of games are over in 7 mins or less. Time is not on the killers side if half decent survivors know how to juggle gens and run tiles. This game has waaaaay too many safe tiles to run. 30 seconds to run a surv down off a loop is up to 30 seconds gens are worked on.

    Its very common that by the time you get 1 surv down especially if they know how to run, that 1-2 gens get done in that first hook. The killer now has only 3 gens left and 11 hooks to go assuming survivors want their 12 hook match. Your wanting the killer to play like an idiot and play in and inefficient and tactically inferior way?

    every may has at least 1 double L tile(frankly they are unmindgamable with any m1 killer without a mistake being made and im of the opinion the "L" part on one or both sides needs to be removed to stop that being an infinite, every map has at least one infinite window or double window vault and the majority of pallet loops are big and a time waste to mind game, there should be less safe loops and more 50/50 to unsafe pallets and shack, which is a huge waste of time for many killers.

    decent survs should be able to pull at least 30-45 seconds off every chase and they often can get 60 seconds plus if a map gives them chained tiles and a pallet every 6 feet. This doesnt include the time to take to hook which could be a 2 second trip or a 15 second trip and then your travel time to a new generator/surv.

    Whether you like it or not the reality of this game is that there is no luxury of time to just have a nice fun chase, if i had time to do a 2-3 minutes chase ona surv, i would love it. Mind games and loops are great enjoyment, but when your in a chase you have to end it as fast as you possibly can because up to 3 other gens are being crushed out while your traverse the infinites and 10 pallets. This doesnt include the huge amount of second chance perks used, whicha re strong enough that many of them have close to 50-100% use rates on a team. All of which extends things even farther.

    When 2 or less gens are left there is no camping or tunneling, it makes zero sense. When 2 or less gens are left you in most cases NEED to have SOMEONE out the game or you have a much higher chance of losing, and it is not uncommon to have 2 gens left and only 3-4 hooks out or less.

    You get mad if your sacrificed in the first 5 mins but you sure dont mind ending the game in 5 mins so what exactly is the difference here?

    Finally, since most players choose one of like 8 different survivors and commonly use the same skins many many games have 2-4 identical characters. Sorry im not gonna try and work out which of the 3 bills i just hooked, nor am i going to see a bill i just hooked and ignore him so i can go find someone else when i need to take the bill i just hooked out anyways.

    There is actual camping and actual tunneling and i am 100% confident that 95% of these complaints arent either of those.

    and please please please, instead of trying to overthrow 4chan for which community is the most toxic and vile can both sides actually talk and listen to each others issues instead of acting like real life enemies?

    Survivors NEED killers and killers NEED survivors or there is no game. we can discuss the issues we have and come to mutual agreements and solutions without treating each other like garbage.

    Thank you for coming to my TED talk.

    Sigh.

    Okay, assuming this isn't just a wall of flame bait.

    • I play both sides. I see a lot of killers tunneling and camping.
    • I play on NA.
    • You can't arbitrarily redefine words to mean something that suits your argument.
    • Well, you can. But you look silly.
    • There is only one infinite left in the game, and it's a RNG spawn on Swamp.
    • Complaining about Us versus Them while doing exactly that is dirty pool.
    • Yes, there are things that make killer frustrating too. But the issue about facecamping and tunneling aren't that they are OP, it's that they are extremely unfun to go up against.
  • @Raccoon said:

    https://us.v-cdn.net/6030815/uploads/71HBIHN3P73C/image.png

    ZZZZZZZZzzzzzzzzzzz

    I have yet to highlight over the other Glyph Challenges, but assume they are sleepy-time as well.

    I love green glyphs, they give a poopton of BP and aren't all that annoying as you can chip away at it.

    Blood Debt and that frigging No Mither one...urgh.

  • @Mozic said:

    I forget if each locker teleport is a scoring event but if so, teleport times during nightfall are nearly instantaneous - so chew up those charges!

    Yeah, that seems to cap out pretty fast though.

    EDIT: Correction, this does actually work, but it's slow.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999924#Comment_2999924

    I agree that sadako was more of a dissapointment, but its not like the devs had bad intentions, there where quiete a few ppl out there that said they dislike Killers beeing so overcomplicated nowadays, so they tried to switch it up and make a more simple killers with sadako, which isnt the worst choice ever. However it turned out that ppl do like more complicated Killers so ye lesson learned I would say.

    Thing is - Sadako's issue isn't simplicity. It's that no single aspect of her toolkit does what it's supposed to, and has zero synergy with the other aspects. Hell, I'm not even sure if I'd call her simple.

    You can make complicated good killers (Artist) and complicated mediocre killers (Ghostface).

    You can make simple good killers (Legion) and simple bad killers (Myers).

  • @MrDardon said:

    I've played him for a total of 2 matches and must say that I really don't enjoy him.

    His tp feels so slow outside Nightfall, his Anti Loop feels cheap and no matter how many Tokens you use, the cooldown is always the same. He feels really janky for me.

    Personally, I hope they make his cooldown like Artist's, depending on how many Tokens you used, the cooldown is shorter or longer. And I hope they make his tp faster outside of Nightfall.

    He's very unique. I generally play a lot of Hag and Artist, and he feels a bit similar in that he's more proactive than reactive.

    • Always be teleporting. You'll constantly be spotting people and popping out of lockers lets you do some hilarious ambushes.
    • Hit and run isn't too bad on him, as this will eventually proc Nightfall, which turns you into a real problem for a bit.
    • Remnants are most useful in small, strong loops (Cowtree, gyms etc.), but this is the high 'skill cap' part of his kit so I'm barely even scratching the surface on that.
    • If you know locker placements, chase someone towards them and pop out to ambush. It's...hilarious.
    • People love to get into lockers to wait out Nightfall, and until they learn that this is a really, really bad idea against him - have fun jumpscaring them XD.

    @BenZ0 said:

    Why do we suddenly pretend that BHVR hasnt done fun and well designed Killers? I will never understand this whole negativity nit picking.

    'You're only as good as your last creation' or something. I'll admit that Artist made me very hopeful (I know that people don't love her, but she's one of my favorite killers, her only weak point is her lame addons) - she was just so well designed. Then Sadako made me go 'oh, well then'.

    @Xendritch said:

    Dredge is perfect and if they get nerfed in any way due to baseless complaining I will be very very sad.

    They did this with Cenobite and they took a killer that was mostly fair but had trouble getting people to main them and basically ensured they will remain in twins playrate territory forever.

    I'd...hate to admit it, but Cenobite needed some nerfs. Some of his addons were bonkers OP, and allowed for near constant chain hunts and almost guaranteed box denials. A few went a bit far, but he's still very solidly 'B' tier. I play him a fair bit, and he's strong - but difficult to play.

    @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/328200/the-dredge-see-bhvr-you-can-do-it

    this killer may be the most fun I've had since...Artist

    I would love to give you 100 vote ups for mentioning The Artist <3 I also totally agree about Dredge. He's not OP at all (sry Sluzzy) but still very fun to play. I love scaring survivors with him and he still feels scary to play against. I mean, I like Sadako too, but Drussy is definitely better than her.

    There are a few killers - Artist, Demo, Vanity Mirror Myers, probably more I'm forgetting - that are sufficiently fun that even if I lose, I have a good time. Dredge is one of these, and aside from the exploit, my only gripe is his appearance...which I don't love (see: Cucumber the Conquerer).

  • @GoodBoyKaru said:

    Bhvr can, in fact, continue to make accessibility nightmares without any proper settings to help mitigate this despite better graphics settings being promised over a year ago (maybe 2), I'm so proud of them !!

    You mean Nightfall? Yeah, that's a tricky one, because the entire point of the ability is reduced visibility.

  • @Grandpa_Crack_Pipe said:

    I enjoy him a lot.

    The only thing that annoys me is the remnant and the "run away from the loop or die" gameplay we just keep getting with killers nowadays, but other than that, they did a fantastic job.

    Granted, I've only faced 1 so far and he didn't use remnants in chase, but I think you could bait it out and turn it against him, much like savvy people do against Artist.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999282#Comment_2999282

    welp im still under the impression that anyone who brings franklins or lightborn is a baby

    Both have tactical uses, but are very niche.

    Lightborn is incredible against 3 flashlights, especially if you are smart about hiding it. People sleep on the aura reading aspect of it.

    Franklins is...overrated, even on Cenobite. The only time I'd use it is if I'm playing an attrition based killer into a full medkit lobby.

    That said - I usually see at least 3 Dead Hards, at least two BTs, at least 1 DS and at least 1 CoH in almost every game. Glass houses and all that.

  • Without too many details, a survivor can DC plus do a thing, and essentially make you unable to take any actions for the rest of the game.

  • @MommyHunktress said:

    they each had silent traps and franklins, trapping items. im sorry but no matter how viable it is you are a jerk for that build, and whatever streamer popularized it, well i cant say that. but now i have a vendetta against hag, i dont wanna hate hag but omg if every hag player does this now i swear i will just give up every single match against her. it may be immature but if someone goes out of their way to make it to where i dont have fun then thats fine i wont go along with it. but can someone please tell me if item hag or whatever this build is, is meta? like i know it was a thing before but ive never seen it so close together with different matches.

    There's...literally one good thing in that build - silent traps. Trading items for 1 fewer perk that could actually be something scary (Devour, for instance) is usually worth it.

    That's not even close to the nastiest thing a Hag can do. Wait until you face a Knockout Hag in solo.

    @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999266#Comment_2999266

    oh well sorry that uh you dont realize their is a build just for hag to mess with items right? its not for flashlights. if a hag runs it for flashlights then oh well, but when you do it so people have to go back to their item and use dried cicada and rusty shackles thats just a jerk move bro

    ...Yes? They are trying to counter what they are seeing.

    And?

    If I see 4 Medkits, I'm bringing Frankies.

  • @Sluzzy said:

    She's fine and doesn't need any buffs. I would wager she still wins a majority of the time.

    You know Sluzzy, if you want to surprise people, you need to work harder at these.

    I literally knew, almost word for word, what you'd say when I saw your name pop up.

  • @SimplyPixelated06 said:

    I've kinda been experimenting with different builds but idk what I should go with.

    I've used perks like spirit fury with enduring. Bbq and corrupt, stbfl, pain res with dead man's switch.

    But I'm not sure what the general consensus is on best demo perks, and I wanna find a permanent build for em.

    Some interesting suggestions here, but here's mine.

    Not going into addons, as he has some very good combos - but I like:

    Devour Hope - Demo is incredible at defending totems.

    Call of Brine - Demo has extreme sustained mobility, and can easily move to gens to inflict this, along with:

    Pop Goes The Weasel. These two combined give excellent regression and info.

    Discordance (If you aren't using Soda or Lichen) - In my opinion, the best tracking perk in the game, combined with COB you'll always have a target.

    OR

    Undying - A bit of insurance against Devour getting exploded.


    My other mainstay is:

    Pain Resonance - Just a great perk

    Plaything - A scaffold for:

    Pentimento - Demo can both set up and defend Penti very easily, and even one, combined with PR is devastating. Better than a fully stacked Thana.

    Discordance - See above.

    OR

    Floods of Rage - Provides global aura reading at a time when you're hopefully getting into a chase. Amazing perk.

    OR

    Agitation - Makes PR much less RNG, plus catches people off guard.

  • @RisingTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999126#Comment_2999126

    And what do you want me to do about that? Call the license holders? How do you think my Quentin feels?

    My post isn't just about just any cosmetics. It's specifically about ANNIVERSARY cosmetics. Which is what the Twisted Masquerade is.

    License characters never get anniversary cosmetics like the crown. So idk why bring that up when this is specifically about one of these.

    https://us.v-cdn.net/6030815/uploads/JB9TZ3D46PGC/image.png

    Artist looks like she has a moustache.

    Slinger's is awesome, as is Huntress.

  • @soulfire22 said:

    https://us.v-cdn.net/6030815/uploads/URK5UPT1TD8F/image.png

    so, we have a pig now who can chase you around the map without actually engaging to keep the timer on your bear trap ticking until you just die now, im pretty sure this isnt intended but this is quickly becoming my least interesting killer to face these days go for trap removal she just downs you, loop her around the map you die anyways eventually. what gives?

    Pig honestly just needs a redesign. She and Sadako are perfect examples of why an instant RNG death ability means you have an impossible to balance killer.

  • @Science_Guy said:

    Why?

    Even if matchmaking were perfect, there's no reason killers or survivors shouldn't be able to back out of a lobby if they feel like it. Odds are if someone's willing to wait extra to avoid playing with a certain group, they have a good reason.

    Because, as it stands, dodging a lobby makes the SBMM system poop itself. If that can be fixed, then problem solved.

  • @GoodBoyKaru said:

    https://us.v-cdn.net/6030815/uploads/27JLVND4HZQE/image.png

    https://us.v-cdn.net/6030815/uploads/L1DFFOHQUER5/image.png

    https://us.v-cdn.net/6030815/uploads/T0TC9BU6LZDV/image.png

    https://us.v-cdn.net/6030815/uploads/2PFD2LXHCD26/image.png

    I really wouldn't try drawing conclusions from this, since the data is across all players from July 2017 to May 2022, except for the fact that we should probably collectively lay in some grass

    So yeah.

    Dead Hard is about as common as I thought it would be.

    The free killers being popular are why this sort of thing isn't all that useful (interesting though). Only one of those killers is remotely decent, so she's understandably at the top.

    Ruin surprised me, as I haven't used it since Pain Resonance was added.

  • @[Deleted User] said:

    Gosh dang it. This makes me sad. Thanks for not going into details about how to do it, but if it's not in bug reports, i would appreciate it if you made a support ticket about it. That's actually what they advise you to do about harmful bugs like this, in an article they made like 4 years ago.

    I probably should have, but the thing is - it's something that can also be done accidently. So I really doubt anything could be done about it.

  • @fogdonkey said:

    If it messes up matchmaking then please add some penalty.

    It would be an idea.

    I know that I dodge a lot of lobbies specifically because of this issue. If I arrive in a 'ready' lobby, it's going to be a weird game so I just let someone else take that bullet.

    That said - yeah, when I queue into 4x TTVs with names like 'smurfmakeucry' 'supersmurf' 'ultratoxicsmurf' and 'uninstallnub' - I'm dodging no matter the penalty.

  • @FeelsBadMan said:

    Cause the current MMR is NOT working. A recent game as example:

    https://us.v-cdn.net/6030815/uploads/O7P2D3FV9JI4/1.png

    I have 4.5k hours ingame btw...

    Uh...he got two kills and almost maxed out on BP. Likely a pretty damn experienced player either fooling around (I see the occasional 'no perks' killers) or prestiging up.

    EDIT:

    @FeelsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999115#Comment_2999115

    Yeah I got put in this lobby and despite their perks, they all played like super new players. He basically couldn't catch me the whole game. I had to go for every unhook, loop him AND do gens cause none of them did ANYTHING (well they 3 genned us)

    Ah, started typing the above before you responded.

    This sounds like a lobby dodge situation - a survivor dodged, and you got yoinked in to replace them.

  • @Chocolate_Cosmos said:

    First two days I think I saw him every second / third game... now it's maybe 1 out of 10 games :(

    Anyone feels the same?

    @Crazewtboy said:

    People are probably just getting tired of playing him. A lot of people play a couple different killers to keep things interesting

    @Sludge said:

    Not S tier + SWF

    There's also an exploit which allows survivors to permanently shut him inside a locker, and seeing it all over the place today. I know I'm not going to risk playing him until it's fixed.

  • @AetherBytes said:

    Can you DM me what it is? I haven't heard of it as a Dredge and I want to know what to avoid.

    You can probably look around Bug Reports if you really want to know, but if survivors want to do it, you can't avoid it unless you never teleport.

  • @mistar_z said:

    Because it rewards people who didn't do anything towards the objective or rescuing. 🤣 A claudette or cheryl could literally sit in a corner all game let her team and get an escape and sbmm will think she outplayed the killer and other survivors. Despite the Yun running the killer for half the game, did all the Rescues and still had time to do a Gen and some hexes. While claudette gets to walk out and given mmr

    Define 'reward'.

    They will get very little BP, and will only face more difficult opponents. Increasing your MMR has no reward, and raising yours gets you no benefit besides more difficult games. It's not there to reward anyone, it's to try and ensure that people of similar skill levels are matched.

    @mischiefmanaged said:

    In all honesty because a lot of the people here who play killer want to play drunk and get an easy 4k at 5 gens.

    That's what I hear when I hear, "I don't want to play sweaty." If you don't want to play sweaty, don't play sweaty! If I have a difficult match where I get outplayed and I could get 1 pity kill, I usually just let the person go.

    SBMM also works best for those in the middle. You get the most variety and the most fair matches. If you're at the top or the bottom, you'll invariably get more biased matches because of how matchmaking works. People also don't seem to realize that they aren't 100% getting a match that's exactly tailored for them. The matchmaker will sometimes put you against people it knows you'll struggle with and it will sometimes do the opposite. That's just how matchmaking systems work.

    RBMM made people believe they were better than they were at the game and set an unrealistic expectation that they should win most if not all of their matches and they seem to get whiny when this isn't the case. People also seem to treat this game as if losing means you're going to lose your chance at a lucrative competitive sports career for millions of dollars when the reality is that most of the "SWF's" you face are just friends chilling with each other.

    And the strange part is killers still end up winning a majority of the time! The statistics say the kill rate is higher than 50% which means more killers are getting kills than survivors are surviving.

    Why 'killer' though?

    I see plenty of survivors AFKing/suiciding and have even had a few say they are 'managing' their MMR in postgame.

  • @PiiFree said:

    What happened to Billy? I mained him for 2.k hours but stopped playing for a good year or two, now he feels kinda garbage with all the indoor maps and save loops. Any tips of Billy mains or should I just main Nurse/Blight? NGL my first few matches were really frustrating...

    He's got the same problem as Cenobite - very hard to play well, not strong enough to justify the effort involved.

  • Yeah that's odd. My experiences, and the experiences of people I tend to watch are completely different to yours, if you're really having more volatility after MMR than before.

    Frankly, this sounds like you're bugged. Maybe pop up a post in Bug Reporting?

  • @xEmoGirlxAlexisx said:

    Did some1 already try the Combo? Is it Good?

    I Really Love playing Pentimento and plaything but sadly this Combo is very situational because Good Survivor dont Breaks the Totems rather they Boon them

    So whit the latest update we got a Anti Boon Perk called Shattered Hope that allows die Killer to break boon Totems

    The Perk also Work whit Pentimento so is it better than Plaything + Pentimento ? :)

    Honestly, I love Plaything+Penti as a combo, but man is it annoying to have everyone just boon stuff.

    SH is a terrible idea - because now I need to waste a slot on an 'incase boon squad' situation.

  • @NinjatheeClumsy said:

    When i get a quit ban its like “sweet, now im forced to not play this game! Lets go play some other broken game that the devs dont understand how to balance/fix/build! #winning

    Shrug.

    You know, there's an even easier way?

    Just go and play something else. That's what I do sometimes. I took a bit of time after the double BP event, for instance, to go and play some Riftbreaker and the original Homeworld campaigns. After the anniversary, I'll be enjoying the Outriders expansion.

    There is nothing forcing you to keep playing if you aren't having fun - you know this, right?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998817#Comment_2998817

    Are you saying you've never been in a situation where a killer slugged because there were other survivors obviously nearby? Majority of times I ever see it anymore is to avoid a blind/stun/sabo/etc. Hook sabo especially since once you drop you're probably not going to be able to pick em back up to reach anything. Honestly hook denial in general is probably one of the leading causes of slugging, aside from stuff like IF on Nurse/Billy/Oni/etc.

    The only times slugging really starts grinding my grapes is a Knockout Hag or Ghostface type who is just there to be a bastard.

  • @Zachcjjj said:

    and no im not talking about someone bleeding you out for 4 minutes im talking about a 2 or 3 slug because people were grouped up because realistically if you didnt get slugged by a plague oni or nurse its just unironically skill issue like the solution to slugging is just spread out it is so easy to counter slugging but if you let the killer do it, it is free pressure especially for someone like me who doesnt run slowdown i slug all the time for pressure

    Eh...like with most things, it depends.

    From the killer's end - sometimes, it makes tactical sense.

    From the survivor's end, tactical slugging and BM slugging can be different to distinguish, and it's never fun.

  • @thrawn3054 said:

    Because it's worse? At least for me, and probably for everyone complaining about it.

    As survivor I could sit in Purple ranks and have pretty good matches. No need to sweat and the games were overall fun. My teammates were usually okay. Usually around my skill level a bit higher or lower.

    As killer I usually got survivors that were decent. Not amazing. Not trash tier. It was a case where the games were usually enjoyable.

    Under MMR this has not been the case. It's why I barely play anymore. As killer I get teams I have no business facing. As survivor I usually get teammates that have no idea what to do. They can't hit skill checks, let along seem able to finish a gen. Add to this nearly every killer proxy camps and hard tunnels at least the first person out and it's an exercise in misery.

    That's very odd. How many hours do you have?

    Literally the precise opposite on my end.

    @Witchubtet said:

    I think the big problem is under the old system there was still a reason to see M1 killers, because you can still have fun with them.

    But now even the lowest MMR Survivor is running either DH, BT, or DS. Making it harder for M1s to be enjoyable.

    But who know who doesn’t care about your MMR ranking? Pyramid Head and the other high tiered killers. So your virility is killed because of the lack of utility from other killers.

    the Rank System sucked a lot for Killers, but imagine it if every match was a super beefed S+ Tiered killer. Survivors would leave in droves, especially with the current meta killers.

    I play more M1 killers now, because - when it works correctly, I'm going to be facing a different quality of survivor on my Pig compared to my Hag.

    Previously, killers all had the same matchmaking, so my terrible Myers is facing the same survivors as my best high tier killers.

  • @Carrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998261#Comment_2998261

    https://forum.deadbydaylight.com/en/discussion/comment/2998261#Comment_2998261

    You do know that he lost streaks even back during GBMM right?

    I just don't understand how you can watch something like this and claim that the SBMM is working

    https://www.youtube.com/watch?v=Ot83t0CZE2U

    Where he 3ks with an always tentacle up Nemesis and a crouch only Ghostface because 9 out of 10 lobbies that he gets thrown into is stuffed to the brim with baby survivors that don't even look behind their back.

    https://www.twitch.tv/videos/1499776811

    Or this where Hens and pals are going up against the newest of killers despite the fact that they are both good and on coms.

    SBMM is literally garbage and pairs up the best killers with the worst survivors and vice versa. I understand that RBMM did this too, but how can you look at any recent footage and claim that the system works is just beyond me.

    Lolwut.

    Yes, it's Otz. He plays this game semi professionally.

    I watch most of his streams and he's even commented on the difference.

    Sure, that happens sometimes under SBMM - long queue times, lobby dodges etc. But it's nowhere near the chaos of the monthly reset and doesn't routinely (note that word) pair up people with 20 hours against 2000-4000 hour SWFs, which was my experience when I first stated.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997943#Comment_2997943

    Regardless of whether it was balanced, it was more fun to have a variance of matches. With SBMM it just becomes the longer you play, the less enjoyable each match becomes. For a game with retention issues that should be a concern. Trying to make the game more competitive doesn't make it better in the long run.

    In the old days everyone got a fair spread of sweaty competitors and relaxed matches, now the game just lures in new players with a handful of easy matches before dropping them into meta hell permanently.

    For more experienced players, sure.

    For newer players - hell no.

    Think of it this way. An experienced player, under ranks, will - on average - have much easier games. A newbie will - on average - have much harder games.

    @Sepex said:

    Old ranks were better. Revert please.

    They weren't, though.

    @Entitled_survivor said:

    The way you mmr is calculated is flawed ,,basically if you loop killer for a big time allowing your team to do gens and end up dying ,you will lose mmr...are you a bad survivor ? NO ,but this system says you are,,,

    On the other side,,You play killer and 2 hook everyone but get no kills,,,are you a bad killer ? Hell NO,but you will lose mmr,,,however if you tunnel a person out of game before gens are done and get a 3v1 setup for late using smth like noed you will probably get at least one more,,were you really that good for tunneling a person out of game early ? i'd call it efficient,,,but not like super skilled / fun,,you will also get mmr if you kill at least two people this way,, It's not the system itself bad,,it's the way mmr is calculated in this game,,

    Thing is - on average, a killer that can 2 hook everyone or a survivor that can loop the killer all game may not win that game, but on average, they'll kill/escape more.

    @Carrow said:

    If you want an objective measure, just watch any good Killer main stream from before MMR to after SBMM. Tell me that their opposition has become more tailored to their skill level. People always bring up how Otz can't do his no perk 3k 100 streaks anymore, because he losses 2 games out of 100 instead of 1, but more than half the lobbies he and other very experienced and good killers face I could destroy as well and I'm nowhere near his or other highly skilled killer main's level.

    The kill/escape=skill gives a far worse skill approximation number than grades where what you actually did mattered as opposed to how lucky you are with your teammates.

    Absolutely not.

    Otz did a 100 streak on pre-rework Plague. A 50 streak on pre-rework Trapper.

    He had to struggle to get much shorter streaks on Cenobite, Artist and he basically gave up on Sadako. The only reason he got a chonky streak on Artist was the MMR testing.

    @Pulsar said:

    Because it's worse for me.

    Maybe? But can you also entertain that 'slightly worse (I'm guessing you're meaning 'more sweaty') for me' might mean 'better for everyone else'?

    @ChiSoxFan11 said:

    The current MMR isn't perfect by any means. Its biggest flaw is prioritizing queue times over MMR during peak periods for one role or the other (instant killer queues in the evenings/nights and a shortage of those players means all bets are off in the quality of your competition). The inability of it to measure anything beyond the kill/escape metric is a disappointment, considering how much time went into developing this system.

    That said, I played a lot under the old system, made it to Rank 1 as both a killer and survivor there -- and frankly, the system now doesn't differ all that much from the old one in the terms of what kind of matches I get. I'd say I face tougher killers as survivor, and tougher survivor teams as killer, but that would be expected, as I do well at both roles, and I shouldn't be getting literally new players (which happened more often under the old system, and currently happens now when the queue times are skewed).

    I simply don't understand the people who talk about how "chill" everything was before the current system went into place -- because as someone who was playing a ton before the current SBMM, it just wasn't that way. I saw a ton of hardcore SWF's as killer, or 5-gen slaughter Nurse players as survivor then as well (and that was when I was far worse at both roles than I am now).

    If you're memeing and playing "chill" (and queue times aren't the only factor in your matchmaking, which if they are, you WILL get much more randomness in who you play against), you're going to eventually end up against other players at that same level of competitiveness, especially if people bringing the "meta" are beating you on a regular basis.

    People didn't all of a sudden decide "I want to bring the most powerful build/items/add-ons" when SBMM was implemented. The people who were playing all-out to win were doing that anyway before, and under the old system, they were getting matched up against players far below their skill level often, and likely a lot more than they do now. Thinking SBMM turned "casual" players into "sweaty" players is nostalgic thinking, but it's flawed.

    It's not just queue times - that's mostly okay (naturally, could be better). It's lobby dodges which basically cause the system to grab anyone and that's where you get the weird games.

    I've started dodging any 'ready' lobbies I join, and now I'd say maybe 4/5 of my games are pretty decent.

  • @AcelynnBen said:

    seriously what the hell

    You got ghostface, gets nerfed by one loop

    pig, which can be good with perks but her traps feel random even with changes

    Nemsis, worst damn addons in this damn game

    Sadako, forgotten

    Myers, impossible to play without perks

    Demodoggy, doesn't exist anymore (can't say anything about it)

    Cenobite, again a forgotten killer

    Pyramid head, will say is a bit good when he has the element of surprise but somehow made his movements feel so awkward while using the rites of judgments

    Freddy : i forgot he even exists

    the only good license killer is bubba, because he can one shot, which is honestly feels boring in general, but feels amazing when u want to make everyone suffer

    and yet you might say some original characters are weak but let me remind you, at their time they were gods of the game, they just aged poorly

    and then we get some forgotten original killers

    Artist, can literally nerf any damn loop, she is just underrated

    hag, again broken af but boring to play with or against since u always got a down

    Trapper, you feel like Lex Luther when someone gets caught in your trap

    Wraith, has either sanic build or sneaky

    hot take : twins are a good since u can put vic as a UAV anywhere to check for survivors but the switching time is what's holding them back

    Deathslinger, literally has an AWP

    you get the point basically, every license killer feels nerfed on release while original killers are good but tend to age poorly, im gonna be honest i wasn't drawn to this game by nurse or blight

    piggy is what drew me here because im a huge fan of the saw movies, then ghostface brought me back

    it just feels sad that killers that people enjoy are so weak while u can just pick nurse and guarantee a 4k every game which is just lame and boring

    But feel free to tell me how nemsis has the best addons, even tho he doesn't have a single addon that exhausts or literally does anything else

    Uh. Okay.

    • Ghostface...is better now. It took me a while to get a feel for him, but Marks are a lot more impactful. His addons need work though.
    • Pig sucks, yeah. Another example of 'hey, lets give a killer the ability to instantly RNG someone out of the game, and balance accordingly'.
    • Demo does still exist, and is still likely the most perfectly balanced killer in the game.
    • Cenobite is a bit like Demo. His skill floor is a little high for a 'B' tier killer, but he's far from weak.
    • Nemesis has bad addons, but that's true of a lot of killers. He's pretty great otherwise.
    • Pyramid head is a top tier killer.
    • Sadako needs help, period.
    • Myers needs help, but also needs two addons adjusted.
    • Freddy sucks.
    • Bubba is...ugh. If you aren't a camper, he's a nightmare on a lot of maps.

    On the other hand

    Hillbilly is the hardest killer in the game to play effectively.

    Wraith is one of the weakest killers in the game, as is Trapper.

    Twins are powerful, but incredibly one dimensional and horribly clunky to play.

  • @Gluck said:

    Since MMR dropped I've really tried to like it, and played many hours, but it really has decreased my enjoyment of the game.

    That being said I'm a killer main. My opponents are simply often too good! Any survivor with over 2k hours, or decent swf absolutely runs rings around me. I only have a chance if I'm playing my best killer, blight. I used to enjoy playing a big variety of killers but I simply can't have fun doing that anymore.

    What's your opinion on MMR and do you think it actually improves the quality of matches in an asymmetrical format? If so, does it make the game more fun for killers and survivor, or just one of those parties?

    Here's the thing.

    I started under RBMM. I'd say maybe 1/10 of my games was remotely even, and it was far too easy for me to safety pip and luck my way to high purple ranks, getting paired against 2000+ hour monsters as a total newbie.

    Now...maybe 3/5 of my games are pretty even, win or lose. I still have maybe 1 game in 5 where I'm like 'okay, how the hell was I supposed to contest that?' but a lot of that comes down to the system not liking lobby dodges.

    @xfireturtlex said:

    On the killer side, its not too bad. It could use some tweaks, but usually it balances out. Get some sweats, drop a little, have some fun before the sweats kick back in.

    Survivor side (solo q) is absolute hell. Im stuck in a spot where the game thinks i can carry a team against high skill killers and that triggers an endless loop. Get bad teammates or ppl that DC/off themselves, lose game and depip. Get worse teamates, lose game and depip. Get slightly less skilled killer with more garbage teammates, maybe solo escape with single pip. Then repeat the whole process. Its a rare treat when i can get a teammate that can hold a chase longer than 20 seconds. Id love for them to bring back the old system. At least back then i didnt feel like i was constantly beatin my head against the wall.

    My survivor games are...weird, but a lot of that comes down to just how volatile and snowbally this game can be. One mistake by my team cascades into us losing. But the skill differences aren't usually too extreme.

    I've been a killer main until a few months ago, so I can't say what survivor was like under ranks. But I will say that my killer experience is much improved, and survivor is fine.

    My complains about this game generally don't come down to matchmaking.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985134#Comment_2985134

    Regarding point number 3, this should be considered exploiting the game and should be bannable.

    AFAIK, it used to be, but BHVR recently stopped enforcing this after the widespread DDS exploit slot where they literally said 'we're not banning anyone for this'.

  • @Witas said:

    The Onryo is by far the weakest killer released in recent years and one of the weakest killers in the game overall, and now with The Dredge right around the corner, what little reason there was to play her will disappear completely, in her current state, there is literally no reason to pick her over our lovely newcomer Lockerboy, ever.

    I'll skip over the part about how, personally, I'm honestly pretty disappointed that BHVR designed such similar killers and released them back to back like this, because it doesn't really matter now, does it ?

    The Onryo needs some love. Be it by giving her some unique properties like passing through pallets and breakable walls while demanifested, or by making Condemnation an actual mechanic, something needs to be done.

    To you guys, how would you like to see The Onryo buffed ? I'm sure there are plenty other ways to change her substantially than the aforementioned one, so I'd love to hear what you all think ! (Regardless, I think fixing Condemnation is a must, personally. Having a mechanic that literally does nothing 90% of games is beyond underwhelming)

    And to BHVR, It'd be lovely to hear what you think about The Onryo, how she performs and whether you're planning to change her at all

    Thanks in advance for all the replies !

    Onryo is one of those killers that needs a huge buff, people have typed out pages of ideas regarding how to do it - but the devs don't really consider her a priority. And now with the huge rework, there are even more things ahead of her in the queue.

    I'd bet a box of donuts that we don't see any Onryo buffs until next year, if ever - and that if we do, it'll be along the lines of the Pig 'rework', basically just tweaking a few addons. Hell, it could even be another Twins situation, where all they do is nerf the essential brown addon she has because 'it gets used too much'.

  • @AnneBonny said:

    what is stopping you from forcing them out of the gate yourself

    @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984106#Comment_2984106

    https://forum.deadbydaylight.com/en/discussion/comment/2984535#Comment_2984535

    what you're saying to me is that there isn't anything actually stopping you, you just don't want to. why should the devs have to change the game because you're getting your feelings hurt by going to a gate? get over it and stop complaining or stop playing altogether.

    also for the record, i don't do this, i think it's ######### but when i have to deal with it i just go to the gate and force them out instead of waiting 2 minutes and crying to the devs about it.

    It's not just the gate though. If survivors want to be obnoxious in the exit gates, fine - I'm getting a cuppa.

    However, far, far too often I'll see the following:

    • Survivors start losing, so a duo or a trio will stop doing gens and just play hide and seek around lockers and dark parts of the map, doing just enough to avoid AFK crows. It can take ages to finally get rid of them all, and they can stall the game out for 20+ minutes if they feel like it.
    • Survivors playing in a SWF will 99% the final gen and instead meme on you forever using sabos, bodyblocks and Exponential.
    • Survivors will send themselves to a map where they know of a specific spot on the stairs, lockers or what have you where you can't pick them up from, always running No Mither. Meaning that you have to slug camp them to win.

    I don't understand why a killer walling a survivor in is bannable, but survivors going out of their way to stall the game out forever just to be BM isn't.

  • @Crowman said:

    Idk why you felt the need to go into someone's steam just to antagonize them for how they decided to play.

    There's nothing wrong with slugging everyone for the 4k and slugging inheritly is a lot more risky since slugging to death is slower and it's easier to rescue a slug vs hooked survivor.

    Yeah, starting beef in streams is never worth it - but this wasn't just slugging for the 4k, this sounds like a deliberate griefing build involving Knockout and just bleeding everyone out to deny them BP and pips.

  • @Coffeecrashing said:

    Gate escapes should be zero MMR points for the survivor if all the generators aren’t done yet.

    The reason is because hatch escapes are already zero MMR points for the survivor, and if a survivor escapes through the gates before all the generators are done, they were only able to get through the gate because the killer found and closed the hatch. This means that gate escape was a 2nd chance escape, just like the hatch, and shouldn’t be counted as an MMR win for the survivor.

    Why?

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