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StarLost

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  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895544#Comment_2895544

    You should see what the hag can pull on that map as she is also quiet nasty on it too.

    Hag, Nurse, Spirit, anyone running hexes, Demo and even projectile killers are wicked on that map.

    @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895557#Comment_2895557

    I can't remember the last time I versed a Hag so I wouldn't know

    Really? I've been seeing quite a few recently. Always BF+Undying+Ruin+NOED.

  • @humanbeing1704 said:

    I got to iridescent 1 solo queue

    just spam jigsaw pieces for easy pips and pray you don't get a nurse lol

    I tend to give myself performance anxiety when I try to stack the deck lol. It seems to be tempting fate.

    Also - I loathe The Game on killer and don't enjoy sending people there. At worst, I'll go to Yamaoka or DDS.

  • @Waterfall said:

    I need help regarding the Merciless Storm perk. Is it worth running? Are their any synergies with other perks? Is it better on a specific killer? Any info will help this perk looks interesting.

    No.

    @[Deleted User] said:

    It is affected by Hex : Huntress Lullaby and Unnerving Presence.

    Also, the perk is affected by The Doctor's Madness and it alone makes the skill checks nearly impossible.

    Despite this, i ran it with doctor they pretty much always failed the skill checks and i didn't feel like it had much value even then. 20 seconds is an awkward amount of time.

    @GannTM said:

    It actually can be decent if you combine it with Furin, which is Spirit’s global phase sound purple add on.

    @GoodBoyKaru said:

    It's... Really not that great, but if you wanna get some use out of it I'd suggest either trying to use it as a distraction (Silent Bell Wraith/Ghostface/Myers) and get grabs, or try and use it for a tiny bit of game stall (use Tinkerer, Ruin, DMS, MS on Freddy w/ teleport cooldown addons, for example)

    @sizzlingmario4 said:

    It’s okay on doctor and no one else. On him though the skill checks can change direction after each individual skill check and can change placements on the screen as well so it’s actually kinda funny.

    Even in ideal situations, the fact that it can trigger once (and once only) means that even at the absolute best case scenario it's a much worse Tinkerer. Usually, once survivors know it's in play, they'll be ready for it.

    As above have said, it may have some niche utility on Doctor. Otherwise...you've got infinitely better choices.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895206#Comment_2895206

    I have too and you have to admit it's almost entirely luck whether your teammates will actually do anything the whole game or not.

    Yup.

    Take my last game for instance. 2man SWF and me against an Artist.

    I'm on 0 hooks, managed to evade her every time she chased me and even distracted her off them a few times. But two of them died at 1 gen left, so the last one, decided to follow me around vaulting everything and dropping pallets, because apparently I should have magically distracted her more - and complained about me in postgame.

    Next game - Legion with 2550 hours, clearly smurfed MMR. Wipes team out at 5gens, 3 newbies and me (bad survivor, maybe 50 hours on it) causing me to depip.

    Next game - 2 man SWF, absolutely amazing. Run a Huntress for all the gens, bodyblocking, sabos, the works. Easy win.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895060#Comment_2895060

    In Eastern Europe surv wait time is 2-3 secs and killer about 5 min 8.00am-6-pm

    Yes, but in Eastern Europe, survivors chase you.

    In all seriousness, this probably has to do with a combination of matchmaking, people playing and MMR. I know that on my killers I consider 90 seconds a long wait time, and my survivor queues are instant. Good survivor players wait 5 mins at times.

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/318487/killers-should-stop-expecting-easy-4k-every-match

    i agree with the killers complaining to git gud. i mean, look at all the killer main content creators, all the vids and streams that they have are just 4k over and over and over again. otz gets 4k with trapper every game lol

    Because there are maybe a few dozen people on the EU servers with an MMR/skill level close to Otz - meaning that he frequently gets matched with less experienced players. You'll often hear him comment similarly.

    @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895209#Comment_2895209

    Billy for sure isn't top tier, but he's high B tier, so I wouldn't be surprised if Sluzzy has a pretty good record with him

    Assuming that's even the actual profile.

  • @CharlieChatBox said:

    Trickster takes the cake. Followed either by Nemesis or Deathslinger.

    Others can be fixed or tweaked without major concept reworks.

    Trickster...yeah. I think he's going to be Pig V2, in that he's so annoying to play against that the devs don't dare give him any love.

    Nemesis is one addon pass away from being solid.

    Slinger...eh. Like Twins, he's both very clunky and quite powerful.

  • @NekoGamerX said:

    I play solo and I don't think it hard I mean just like killer your not meant to get 4 escape ever match sometimes you and one other maybe get killed or could be 3k or 4k for the killer.

    now killer I don't want easy 4k or 3k I'm happy with 2k fun game but most of my games are 4 escape or I get 1k from camping near the end of the game.

    killers are not easy and I don't want to play and learn the 2 or 3 killers who can handle swf group or 4 good solo.

    I said this before 4 solo can easily act like 4 man swf group I been in one.

    Here's the one thing I learned about playing killer.

    After a certain point, it's not about the ability to chase. It's about gamesense and decision making. Chasing can be very difficult as killer, but if you plan your approach smartly and are good at anticipating where survivors will be, you can often circumvent them partially - unless you're playing someone like Onryo, Pig, Myers etc. Those killers desperately need help.

  • I'd disagree. Both are difficult, in different ways. And I say this as a certified killer main.

  • A tragedy in 3 parts:

    @eaebree said:

    I play solo q and i escape 8 out of 10 matches 😂 idk who needs to get good here

    Wow, that's quite an achievement! And then:

    @eaebree said:

    I have to admit that i dodge lobbies with what i think are not very good survivors. And only get good ones to play with wich is quite fun and gets easy wins in solo q killers are not op in any means but survivors just need one good chase at start and 3 gens done in less then 2 mins if they split up wich good survivors do.

    Is it just me or does this read as 'I skip lobbies until I get a 3man SWF to carry me'?

    @eaebree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895022#Comment_2895022

    Sure all you complainig are just bad at game and that is full story you will never admit that.

    Well, sure? If I lobby shop until I find myself a hard carry group, I'm probably going to have an easier time.

    Here's the thing though, chap.

    Being 'good' and 'bad' at this game is only half of it. There is a ton of RNG to this game as well. Some Forest maps, for instance, can spawn as impenetrable mazes of great loops or a handful of useless vaults. But as a survivor - it really does come down as much to team coordination as it does to personal skill. It doesn't matter if you can loop the killer for 5 gens if he's not chasing you, and is instead chasing that Claudette who leads him to whichever gen is being worked on.

    Both sides in this game need help.

    Solo survivors need better tools to coordinate. The new status effect thing is a good start.

    About half the killer roster needs a buff, in many cases a substantial one. And an addon pass. And maybe 4 or 5 legitimate problem maps need a tweak (looking at you, Badham and Swamp).

    It's a lie by omission. In the post directly after that he confirms that he lobby shops to only be paired with strong teammates.

  • @Ula said:

    I don't like plague. I just find it ridiculous that she makes every healing perks in the game useless, and also cute locker perks useless too.

    Huh.

    I legitimately think Plague is one of the best designed killers in the game.

  • @impulse_90 said:

    Well tonight I bought two chapters for the last two killers I needed adept on. The oni and Twins. After 3 games playing Oni I find myself uninstalling this game. Maybe one day I'll be back but the level of frustration this game causes isn't healthy and the fact the developers aren't doing anything about the balance of the game or something about the killer adept system both pisses me off and concerns me.

    Like are you guys actually listening to your player base? Fix your adept system, give killers something so that they aren't frustrated to the point of quitting unless they enjoy the punishment.

    Long story short I've tried to enjoy playing this game either with friends or playing meme/fun builds with killer. Nothing is fun anymore no matter how inventive I try and be with either side. The game in its current state is an absolute mess and only good for playing with friends once every so often and I don't even wanna do that anymore.

    I've had fun with the game but yeah good riddance, won't miss all the frustration it brings.

    Inb4 you-know-who going 'muh survivors, killer player just sukcs git gud'.

    But yes, this is a very frustrating game at times. Enjoy your break, come back when you see a change or an addition that interests you.

  • @Chocolate_Cosmos said:

    I don't know which forums you guys watch, but here I see more people complaining how unfun the killer generaly is rather than "Oh I can't easy win buuhuuu pls devs nerf Survivors".

    Bingo.

    Aside from Dead Hard and possibly CoH in SWFs, survivor perks are finally starting to even out.

    A lot of killer complaints don't come down to 'I want easy wins' and more about 'hey, I didn't make any serious mistakes and yet I got 4 outed because a specific tile combination spawned on Swamp and basically made an infinite' or 'I really want to enjoy playing Pig, but she sucks'.

    @AngyKiller said:

    And on the same side of the coin; Survivors need to stop saying 'Be happy with the 3K' and shaming Killers who try for the 4.

    Funny how it's always 'Killers need to stop'.

    To be fair, it's always this one specific poster leading the charge and keeping the 'us versus them' fires burning.

  • @Sluzzy said:

    The threads about killer being unfun and weak is getting old. Killers are not leaving either. Right now survivors are much faster to get in matches than killers during the peak of the day.

    There has been 6 years of constant and unrelenting survivor nerfs to the extent that experienced killers practically never lose now because the game is so broken in favor of killer.

    If you are not winning, all that can really be said is to git gud. Stop crying to BHVR to make the game easy for you. Survivors are practically spawning in the dying state as we speak.

    And lastly, if you think killer is hard, please play solo matches. You will experience the hardest, most unfair, and most impossible thing in any video game. Survivors are extremely disadvantaged and this is why the game is losing its momentum. It is definitely not because "killers are weak".

    • This is basically 'whataboutism' the thread.
    • Both sides have their issues.
    • That said, someone asking for help on their side or providing feedback doesn't need you making a thread about them and putting them on blast or 'git gudding'.
    • Survivor queues are faster because there are 4 slots to every 1 killer slot.
    • Almost all of those survivor nerfs were 100% required. Infinites were dumb. Old DS was dumb. Old OoO was dumb. CoH stacking was dumb. Boil Over prenerf was awful.
    • Yes, solo Q is rough. But as long as SWF exists, this game has to be balanced around it. BHVR are introducing changes to help out solos soon.
    • I play solo survivor quite a bit. It's bad, but complaining about your stuff when someone else is giving feedback is just dirty pool.
    • You are single handedly driving the 'us versus them' mentality here. Stop.
  • @Sluzzy said:

    As in any other game even in those in real life sports, play your best and accept the outcome and improve from there. If you go in as killer with the mentality "I must play easy and must 4K", you will be disappointed and not have fun.

    Let's be honest here Sluzzy - if it was a survivor asking this question, would you give the same answer?

  • @Leachy_Jr said:

    And how so many killers could be 100x better for the game with miniscule number/gameplay tweaks?

    • Trapper: Traps spawn closer to the centre of the map
    • Wraith: 1.25s uncloak boost (pls BHVR bring it back)
    • Billy: Faster cool down on over heat
    • Slinger: 0.3s ADS and wardens keys built in (not biased)
    • Spirit: MDR nerf, charge time and cooldown reduction
    • Artist: Increased repel time, decreased cooldowns, increased cooldown after firing.
    • Pinhead: 2s longer box opening time
    • Doctor: 2m more range on shock therapy
    • Myers: Reduced time to get out of T1

    List goes on. I would probably be a spirit main at this point if her charge speeds were reduced because I can't stand W keyers without add ons (which is ironic considering I mainly play artist, the most W keyed killer in the game).

    Also can we not with overly add on dependant killers thanks I don't have the BP to run engravings every billy game when I'm leveling up birb mom.

    YES. Or just baseline 'starts with all traps in bag'.

    Yes.

    Sure.

    Not sure. Slinger is actually still pretty good.

    Spirit - I'd prefer baseline Stridor or something to help us hard of hearing folks.

    Artist - nah. I like her fine as is, barring a small addon pass (her second best is a Brown, and that's silly).

    Pinhead - I'd prefer something to make chains a little better.

    Doctor - killer client side validation on shocks is all he needs.

    Myers - I sort of like him as is, but he needs major help in chase. I'd prefer to see him have baseline 16m aura reading while in T3 or something.

  • @GuyFawx said:

    I used to never think about hexes until this game even tho Diablo 3 had plenty lol. So what are some of the best Hex related names you`ve seen?

    Ill start:

    Hex: and the City

    Hex: Pyramid Butt.

    I have no idea why, but that tickled me.

  • @Sportsy said:

    We have 2 options

    1) You dont

    2) You leave and play something else

    End of my ted talk

    As someone who's been working hard to try and learn survivor as a 700 hour killer main - both roles have their frustrations.

    SWF against killer...the killer has a miserable time.

    Solos against a decent killer, especially a camper - survivors have a miserable time.

    Killer is a role where everything is on you. Any mistakes you make can lead to an escalating catastrophe. But you are beholden only to yourself, and if you're good, you can do well.

    Survivor is a role where a single teammate trolling, suiciding or just playing poorly can turn the game into a session of uphill ice-skating. Similarly, any mistakes you make can spoil the game for 3 others.

    @EntitySpawn said:

    Or as everyone tells you on the forums dont try or go for kills so you can derank...

    Because we dont balance for good players

    Please, for the love of all things holy - don't. I already run into way, way too many evidently smurfed killers at my terrible lowbie MMR. When you're a 1350 hour Oni slapping the pants off 80 hour players...I don't get why that's in any way fun.

  • @GuyFawx said:

    I dont think im arachnophobic but i cant stand see spiders even in video games i hope we never get a spider themed killer

    I really hope we do, and spiders freak me right the hell out. Because Iike my horror games to be...you know, scary?

    You know, I hope that the hemophobics never get a solid advocacy base, or else we're back to 90s era 'if there's blood in it, it's getting banned' :|.

    @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894173#Comment_2894173

    That's actually really interesting to know, I would've never guessed.

    Yes, it's pretty interesting.

    Although Japanese crows are a different breed. I remember once I had a bunch steal an entire tube of Pringles from my bike basket as I rode, and later - after I hocked a rock at them to try and stop them from stealing my entire backpack - I came outside to find maybe 500 sitting on every tree, telephone line and rooftop...just watching me.

  • @Tr1nity said:

    You just Garage Floor'd that killer.

    Ruin + Devour.

    Very strong, but very fragile perks. You tend to either melt faces with them or get melted.

  • @gatsby said:

    https://us.v-cdn.net/6030815/uploads/NLV9S9MUILC6/metabuilds.png

    Perks like Decisive Strike, Dead Hard and Borrowed Time really aren't that good outside of a SWF. Survivors should really focus on consistent value in solo play not gamble on high risk perks that can go entire games without being used.

    If your team doesn't know you have Borrowed Time, they won't necessarily play around it. They might "steal" saves that would have been more optimal for you to get or take hits for someone with endurance.

    If your team doesn't know you have Decisive Strike you'll only really get to use it as a last resort. Some teammates will take hits or even go down for a Survivor that they're afraid is getting tunneled and doesn't have DS.

    At high MMR, Killers often times fully expect Dead Hard, which limits its use. In fact, some games you'll get more value NOT having Dead Hard because of a Killer respecting it. Dead Hard will have its uses but it will be played around whenever possible and only really get value from playing intentionally greedy, which in itself can be a more predictable playstyle. With the exception being anti-loop Killers that Dead Hard specifically counters like Nurse, Hag and Huntress.

    Pay attention next game. The Survivors that survive tend to be the ones running Boons, Kindred, Bond, Sprint Burst, Overcome, Spine Chill, Built to Last, or Resilience. Good perks but not the typical "sweat" build from 2017. The Survivors burning a perk slot on things their team or the Killer might not even let them use tend to die first in my experience.

    Eh...let's take a look here.

    • If a perk is so strong that killers have to play around it existing even when it doesn't, then that perk has transcended 'overpowered' and entered the realms of game breaking. It remind me of a specific strat in Starcraft 2 that, if you didn't specifically prepare against it, would be an auto-lose. So you had to prepare for it, and thus sometimes lost games against greedy players who knew you'd be setting up defenses and just fast expand.
    • Yes, BT and DS are sort of required to discourage tunneling, but that's a sign of a wider issue.
    • In this comp, I see: Iron Will. Spinechill. DS. No less than 3 CoH. That's still pretty damn meta. Kindred is absolutely a meta perk and sees play even at the highest MMRs.
    • If they were smacking killers with Bond, Blast Mine, Autodictat and Fixated, that would be impressive.
    • Dead Hard is absolutely good outside of an SWF. Yes, there are some outside exceptions where SB could be as strong, but that's neither here nor there.
    • The survivors that tend to survive are the ones in SWFs. The solos that tend to survive are the ones who play meta - which, yes, for solo is a little different and a bit more of a tossup (that triple CoH could easily have been a triple Kindred).
    • Built to Last is a solid perk, but to justify it you need to be running a pretty damn good item.
    • A good player can win with any perks. However, that doesn't mean that they wouldn't have won even more convincingly with meta perks.


  • @RiskyKara said:

    Bird momma genuinely freaks me out. Her animations, the noises, the presence. I hate her so much. Even after I've played as her and against her so much I still get a sense of dread when I go against her.

    Sometimes when I'm in a chase I'll be doing great then I'll get a rush of "oh God make it stop please just go away!"

    Dunno why, I don't have any issues with any other killers or horror in general.

    A fun aside - I spent most of my adult life in Japan, and bird phobias are insanely common (ditto moths) over there. I spoke to a few of my friends about it, and apparently it's because of their capacity for sudden movement. They are like little feathery jumpscares waiting to happen XD.

    I'd be curious as to whether The Artist freaks Japanese players out.

  • @V1ntares said:

    One of my friends gets really disturbed by the Onryo. He doesn´t have a phobia or some other mental health struggles but something about this killer really scares him. So I wondered what people with real phobias do, who also want to enjoy the game because not every killer bothers them.

    To DbD community members with certain phobias killers can trigger like:

    coulrophobia (fear of clowns / Clows), hypochondria (fear of illness / Plague), trypophobia (fear of bubbles / blight), emetophobia (fear of vomiting / Plague) and others or people who experience serious motion sickness because of clown´s blurring power - how do you deal with these killers if you get them in your game?

    To everyone: would you think banning a/a certain amount of killers you don´t want to play against in the lobby would make your game experience better? For example if you don´t want to face nurses and spirits, you can just ban them as a team and don´t get in a lobby with a nurse/spirit player.

    I would love if you share your experiences / thoughts with me!

    No.

    I'm sorry to say it but - no.

    This speaks to a wider issue within media, but especially horror gaming right now.

    The entire point of horror is to be scary - and yes, this means that sometimes you'll poke at people's phobias, intentionally or unintentionally.

    And here's the thing.

    Almost everyone has something that could be defined as a phobia. Be it clowns, spiders, clowns, blood, deep water, high places, fire, clowns, snakes, knives, needles, wide open spaces, dogs or clowns - there's always going to be something. And while it can be admirable to try to make your game accessible, once you start hacking and slashing content in order not to scare anyone, you wind up...well, not scaring anyone.

    And that's how you end up with weak horror. Or at least with something so bland that it leaves no impact. The Resident Evil 2 remake did this, removing the moths and spiders for this exact reason - and while it was certainly a competently made game, it lacked the edge and grit of the original.

    Maybe I'm a dinosaur, but my policy has always been - if you think this thing is going to upset you - maybe just do something else? That's the glory of gaming and horror; there's something out there to fit every taste.

    @Pulsar said:

    I think people would just use it to stop playing against Nurse/Blight or other good Killers.

    @GannTM said:

    If people would use it to ban Spirit then that’s the end of DBD for me.

    This too.

    @AnneBonny said:

    i'm not really sure. i mean on one hand accessibility is very important, but on the other how much can you really do for a horror (themed) game? it's literally supposed to provoke fear. i'd really rather see the opinions of people who actually experience said phobias before anything else.

    I have an acute fear of needles (well, it's more of a bodily penetration via injection phobia, trypanophobia to be technical) to the extent that my wife has to basically sit with me when I'm getting a blood draw, but seeing injections in the virtual world never bothered me.

    The closest I can get to a phobia of this nature is a pretty severe fear of deep water - especially with limited visibility - but I'd never demand that Subnautica changes to make it easier for me to enjoy. I actually find that sometimes it can have a pretty solid therapeutic effect - sort of a self administered version of graduated exposure therapy.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894111#Comment_2894111

    Hag: Being able to trap hooks/basement and effectively camp from afar (especially w/ basement as you either try to crouch out and she just walks back, or you trigger the trap, so it’s a lose-lose if you don’t happen to have a flashlight). Mint Rag has no real counterplay without a flashlight that doesn’t involve intentionally setting off traps when it’s not necessarily advantageous to. She isn’t encouraged to chase much which is the most fun part of the game.

    Twins: Also being able to camp from afar as well as highly incentivizing slugging. Their cooldowns are also terrible from the killer perspective, and mistakes can be very punishing. Certain perks hurt them a lot as well as victor’s inability to deal with boons.

    Trickster: Literally just huntress but worse in every way, both to play and to play against. Has a weak power that can’t be buffed much without making it op.

    Huh. Maybe it's because I play her so much, but I don't really have problems. If you see or suspect a trap, crouch it, flash it or bait it. If she's patrolling hooks, she's basically just camping - which sucks, but other killers are much nastier.

    Mint Rag is pretty strong, but you have to have a fair amount of foresight to use it effectively (if you see she's running it, if she vanishes 180).

    You can run roughshod over her if you have a BT - get the BT guy to trigger all the traps.

    The easiest counter to her though is simply healing. Set up a boon in a corner of the map, just go back there and heal. She'll lose a war of attrition.

    Twins...yeah. Another killer that needs a design mulligan.

    Trickster - another contender for my list for sure. A perfect storm of crap and annoying.

  • @sizzlingmario4 said:

    Hag, Twins, and Trickster.

    Huh. What's wrong with Hag?

    I love playing her (some terrible addons aside) and I enjoy facing her.

  • @GannTM said:

    I don’t understand how people can even think Nurse is the best designed killer. She’s been a failure ever since her release.

    Well, yes, we are talking about subjective feedback on a videogame. Everything is someone's opinion :)

    But Nurse...Nurse is an aberration. She's too weak when new players attempt her, crashing her kill rates (sort of an inverted Cenobite) while she becomes even more of a god of destruction at higher MMRs.

    She's one of the killers that needs a complete, top to bottom tear-down rework.

  • @QwQw said:

    Surprised no one has said Oni; he's my pick.

    • Fun power for both sides
    • Not insanely hard to learn, but also not super easy
    • Not overly strong, but also not weak

    Oni...not a bad choice, but some very annoying maps and too many mediocre or just boring addons.

    @[Deleted User] said:

    Agree on Plague being extremely well-designed. She's strong but never really feels cheap. Side note about the overcleanse meta: pick up more than one pool at a time. If you hear the overcleanse start to happen, just grab a few pools back to back to back and overwrite your power.

    For my pick, everyone grab your pitchforks. I think it's Nurse. If the Nurse player is better at Nurse than the survivors are at evading a Nurse of their skill level, the Nurse player will win 99% of the time. If the survivors are great at running a Nurse and the Nurse misses their blinks, they'll get run over. What other killer can you really say that about? It's not about the maps, or tile RNG, this/that etc. It's skill vs skill.

    Hmm. I'll give that a try.

  • @eloise said:

    Thank you dev for this game, ok it's not perfect but thank you to created

    Positivity? On these boards?

  • @Sluzzy said:

    Michael Myers for sure. Scare factor, stealth, and has a powerful 1-shot ability on demand. Has add-ons that are actually add-ons.

    At higher MMRs, he's among the weakest killers in the game.

    Some of his addons are strong, but problematic. Some are so terrible they aren't worth using, or are worse than the corresponding addon of the previous tier (purple T3 addon, for example).

    The only thing that salvages Myers for me is Vanity Mirror.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893906#Comment_2893906

    Senko Hanabi is amazing at shack and tractor.

    Uchiwa makes pallets more unsafe.

    Kintsugi Teacup I will say is definitely not mediocre. You can phase for a long time and punish pre dropping very consistently.

    Interesting.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893883#Comment_2893883

    Which add ons are crap? Only add ons I would say are never worth using are Juniper Bonsai and Mother’s Glasses if you run it by itself. Mother’s Glasses + Wakizashi Saya is a decent combo but it’s a combination that has pretty much its own learning curve.

    Hanabi is...blagh.

    Uchiwa I almost never get use out of.

    Kintsugi is really mediocre for an Iri.

    I actually quite like Bonsai on some maps, but yeah it's not very good. Then again - I'll defer to the expert here :).

  • @IlliterateGenocide said:

    I'm going to say current spirit, the counter play they gave against her made her enjoyable to try to play against. and made playing her a lot more skill based. she has become a perfectly balanced (yet strong) killer.

    only thing i would change is dried cherry blossom

    @GannTM said:

    Spirit

    I like Spirit, but some of her addons are crap and it's a bit hard to play her if you have bad ears.

    @MikaelaWantsYourBoon said:

    Base-kit Blight (his some add-ons are broken)

    Demo boy

    Nemesis

    Nemesis needs an addon pass, but I do enjoy him.

  • @sizzlingmario4 said:

    Survivor main here.

    1. Yep, that sounds about right as far as how common camping is.
    2. Wait it’s raining on midwich? I didn’t notice that.
    3. It depends on the time of day. In the US survivor queues are much faster during the day. If you play at night you have to wait a bit.
    4. Yep, survivor ranking is a lot more out of your control than it is on killer, generally speaking.
    5. Yep, survivor BP gain sucks and is part of why I run BBQ so often on killer because at least that way I can kinda make up for not getting much from survivor games on a given day. I also use WGLF a lot ofc, but that’s not going to give you nearly as many extra points usually.
    6. It’s about time for a Survivor items and addons pass.
    7. Yep, m1 killers are always going to be weaker than antiloop killers. The difference in strength between the weakest killers and the strongest killers is an issue imo.
    8. Sometimes I get jealous when Ruin is up longer than 1 or 2 minutes and think like “if this was me playing killer it would’ve been found instantly”. Lol.
    9. Kind of. It doesn’t really matter how good you are a lot of the time; you’re still going to lose if your teammates don’t do well.

    Holy crap the Ruin thing, yes.

    When I use it, it's right in the open on top of the hill survivors start near.

    When someone else uses it, it's hidden just inside the room before the exit gates, on the other side of a wall disguised as a duck.

    Item and addon pass - absolutely. Particularly normalizing medkits and toolboxes - these run the gamut from 'why is this ultra rare?' to 'okay, so this is why that survivor team was healing in 2 seconds all game'.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893433#Comment_2893433

    If the unhooker takes protection hits and is willing to hook trade it's not bad. Sometimes it's the only option. If they're not willing to take protection hits then, yeah, you're done for.

    What usually happens is:

    • I go down.
    • Survivor comes and hides as I get carried.
    • They immediately unhook me almost immediately, right in front of the killer.
    • They leg it.

    Grrrr.

    @Pulsar said:

    I ######### wish my Survivor queues were instant.

    They were really fast for one of the tests and then they went back to normal.

    I'm almost certainly quite low MMR.

  • @[Deleted User] said:

    Solo is frustrating. The lack of reasonable information relative to some killer mechanics is frustrating, and the mix of teammate playstyles is frustrating.

    The most tilting thing for me is getting players who are just there for Rift challenges at all costs. I have zero way to filter the queue for teammates that fit my playstyle unless I queue with friends.

    Yeah that's the major reason why I'll likely always be a killer main.

    I rely on nobody but myself, and when I make a mistake I'm accountable to nobody but myself.

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893421#Comment_2893421

    WGLF is the best survivor perk (for bloodpoints). I never* play without it.

    Everything else @drsoontm said was pretty much on point.

    I made a habit out of screenshotting once the last gen was about to pop. Whenever the killer tries to play "fair" he´ll have 3 or 4 hooks. While camping and tunneling sure feels bad for the affected survivor, it is a necesary evil. Without it, kill rates would be much, much lower.

    I did a challenge a bit back when I had to:

    • 2 hook everyone before killing (naturally, barring DCs/suicides etc)
    • Switch to the next killer on my list every time I 3 or 4k on that killer.

    It's actually become something of a habit, but I'll certainly switch it up if a game is really going south on me.

    Will give WGLF a bit more of a try, once I'm a little more comfortable with the ebb and flow of games. Saving folks with flashlights or pallets is not something I'm capable of with any sort of reliability at this point.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893625#Comment_2893625

    I must admit, I'm a fan of keeping them hidden...I do not know how many times I've had to say that Grades are not used for matchmaking purposes any longer.

    I could go either way on it.

    On one hand, it's interesting - especially early in the month. If I'm still at Silver and I see a team of 4 Iri 1 survivors, for example.

    On the other hand, yeah, confusing for some.

  • @Sylhiri said:

    How many times have you been unhooked by a player being chased by a killer without BT? Lol

    Almost every game XD. Hence DS has found it's way onto my bars.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/318371/2-weeks-on-solo-q-survivor-as-a-killer-main-ive-seen-some-stuff

    • Kind of expected, the other popular alternative being tunneling.
    • Yes, survivor is relaxing (or boring, depending on how you see it). I play survivor when queues are short and I need to relax.
    • A long time ago I believe, but it has been increasingly worse since maybe last August.
    • You only need to so lots of stuff (heal, save, do gens, ...) like killer but different tasks. There are rarely big differences of points (unless gen-rush & other extreme plays)
    • See: previous point
    • No clue, for survivor as for killer I seldom use add-ons.
    • Not sure these are the only ones.
    • Question of habit. Their possible locations are fixed.
    • Not sure of what you mean. Usually I have a good idea of how it will end as soon as I've got my first interaction with the killer. (Although with the second-chance perks being life-savers, I'm often a bit more pessimistic than I should.)
    • Interact more with the killer, heal, make saves, do gens. You'll get as much or more than the killer. The is an equivalent of BBQ for survivors too (WGLF)

    I like WGLF, but some of the conditions (saves) are a touch unreasonable and against a lot of killers you don't see many chances to pick up slugs.

    Again, I'm very new to the role so I could always be wrong.

  • @Aven_Fallen said:

    • "When did survivor queues become absolutely instant?"

    They always have been. During certain times of the day, e.g. in EU you will have instant Survivor Queues from morning till late afternoon and at some point it switches.

    I guess it is related to SWFs, because more people play Survivor in the evening when more of their friends are online.

    E.g. I usually play Killer during the day (and have long queues). When I switch to Survivor to play with a friend, one Killer is missing in the queue, but two more Survivors are there, aka there would be a need of 1 1/2 Killers to compensate.

    But it is nothing new that Survivor queues can be instant.

    I agree on the rest of your post, especially ranking up and BPs.

    The odd thing - I used to do dailies from time to time on survivor, and I once had a queue that was almost long enough for an episode of Bob's Burgers. Now - my queues feel like my killer queues felt like during the Christmas event.

    BP/Rank...mm. I'm always going to be a killer main at heart - but this really does need a look. Once you hit Gold rank, it feels more about sheer luck and what everyone else is doing moreso than personal skill.

  • @Peanits said:

    There's two more tests to go, but we'll share the details sometime afterwards.

    Mm, I'm so, so curious as to what's going on. Because of the natural game to game churn, there is certainly going to be a placebo effect of 'we're doing something today'.

  • @dspaceman20 said:

    Hello forum friends. I currently have all the survivors perks available but I'm having trouble picking which perks I want (because I'm very indecisive)

    So I ask you my forum friends please give me perk build to use. Thank you :)

    I'm having a lot of fun with WOO (this perk is so, so good even for experienced players) + Lithe/SB (trying not to become reliant on Dead Hard) + Kindred (absolutely essential in solo queue) + BT/WGLF.

  • @ThatOneDemoPlayer said:

    You should've recorded your wins/loses and Perks used, both on your team and which ones the Killer used

    I can easily tell you my perks and some general trends, but will do a more comprehensive post on this after the 13th.

    For me, I like Kindred+WOO+Lithe+x

    X can be something utilitarian (DS, BT, Unbreakable, PTS or Spinechill) or something fun (Aftercare, Bond, Blast Mine, Open Handed).

    Killer perks:

    I see a lot of hexes. Blood Favour is surprisingly common, but lots of Haunted Ground, Ruin+Undying etc.

    Starstruck+Agi on Doctor and Nurse are very common.

    Insidious...way too often.

    PR+DMS on some killers.

    BBQ, naturally.

    Thrilling+IAE is also weirdly common, I'm guessing a lot of people played Ghostface at a time.

  • @BaroneMaximus said:

    https://us.v-cdn.net/6030815/uploads/TSY5FZ1OTVEL/immagine.png

    https://us.v-cdn.net/6030815/uploads/ZNASSQ8YLH9M/immagine2.png

    https://us.v-cdn.net/6030815/uploads/C2TLXR8LF5EU/immagine3.png

    The devs said: "2 escaped, 2 sacrificed is the perfect balance" But then why am i not pipping out of a "balanced match"?? When i'm a 100% sure the 2 guys that escaped clearly 2 pipped out of this. THESE are the kind of things that make me believe that this game is survivor sided even when it's a 1v4, where the 1 has to sweat his a** off and the 4 can basically just chill on gens and nothing else. I've been so many times on the edge of leaving this game because i don't feel awarded in ANY way when playing it and i'm quite sure that i'm not the only one feeling this way.

    Because Iri tier is rough to pip on.

    As someone who likes to pip fast, this bracket is tough.

    A few tricks:

    • Interrupt people healing as a priority. You lose points when people heal, but gain a ton if you can stop them.
    • Make sure you're hooking everyone multiple times and not hanging out near hooked survivors.
    • Chases are good, but if they go on for too long they're bad. Killers that can reliably deliver lots of quick hits are brilliant for the final stretch of Iri (I like Wraith and Spirit for this part, but Nemmy and Hag are also solid here).
    • Instadown killers or killers that can mori early (Sadako) are terrible at ranking.
    • Ditto Artist, because for some reason her bird strikes don't count as a 'hit' event.

    Broadly speaking, Ash->Gold = 1-2 kills if you did well elsewhere.

    Gold->Iri = 2-3 kills if you did well elsewhere.

    Iri = 3 kills. You can sometimes squeak by on 2, but it's very tough.

    This all said - it's way, way, way harder to rank as a survivor.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891774#Comment_2891774

    DS used offensively - annoying.

    Also a general waste of time for the survivors, so not something to complain about.

    'Tunneling' isn't 'playing dirty'. There is no rule against it.

    Tunneling itself is totally fine - it's not the killer's responsibility to distribute damage evenly.

    And this is why the game won't move away from the super sweaty gameplay.

    It's absolutely not a waste of time. Time it right and you can bodyblock without fear, then hop into a locker forcing the killer to eat a DS.

    So...what? You want to make a rule against tunneling or something? Make it so that a killer has to 2 hook everyone before killing someone? Make it so that you have to ignore people even if they run directly into you?

    That's going to get silly fast.

    You cannot make a rule about something when nobody can even agree with what it is, for starters.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891774#Comment_2891774

    It is not about rules, tunnelingg is not fun for the survivor involved and remove variety into the situation the killer might encounter in the trial, killnig the fun.

    And well your last paragraph is the definition of OP. Survivors are OP, thanks to many things.

    Yes. But playing dirty implies some sort of dishonesty and/or violating rules.

    It's cheesy - sure.

  • @Visi said:

    So you're another killer main who treats all survivors as a hivemind and punish one person or group for something someone else did in the past. Got it. Sound logic.

    To be fair, survivors do the same thing. How many 'I teabag and clicky because killers are all campers' comments have you seen in postgame? I know I've seen a few recently.

  • @Firellius said:

    If you still have a problem with DS in its current form, YOU are the problem.

    DS used defensively - no issue.

    DS used offensively - annoying.

    @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890993#Comment_2890993

    DS is a problem because it prevents the killer to use the only viable strategy at high MMR if he wants to use it.

    A) No it doesn't

    B) That strategy is evidently objectively more powerful than other strategies and thus needs to have a counterweight to bring it in line. Unless you want to get all survivors buffed baseline to make them on par with a dirty playing tunneller, at which point every single killer will be forced to always play dirty.

    Because the survivors are OP, plain and simple. You are serious to think that the game is balanced ? OMG ppl on this forum... 2022 we are still here discussing a fact proven for 5 years now...

    Average kill rate is 50.2%. Two years ago, at higher ranks, it was 67%.

    You use the word 'proven' when there is literally not a single shred of data to support your claim. Every single bit of non-anecdotal data we have, as trashy as that data is, is pointing away from the conclusion you bullrush into.

    Yes, we're still going with this discussion, because the idea that 'survivors are OP' is little more than mob mentality. As is somewhat indicated by how you have yet to say anything more than 'if you disagree with me, it's because you're stupid and don't know the game'.

    'Tunneling' isn't 'playing dirty'. There is no rule against it.

    Tunneling itself is totally fine - it's not the killer's responsibility to distribute damage evenly.

    The only situation where it's a problem is when a teammate unhooks you in the killer's face, or tunnels you right off the hook, and that's probably a camper.

    'Survivors' aren't OP. Certain elements of the game, however - ranging from map design (Eyrie, Badham) to SWF mean that at the upper end of things, it's very stacked against the killer. You can go and watch Otzdarva doing his killer tier tests recently, if you want to see what I mean. Particularly his Iri Myers games. He didn't make any significant mistakes, survivors played sloppy at times - and he could barely get a down, because several incredibly strong tiles spawned together and could be chained.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891405#Comment_2891405

    I definitely remember and it was not any better than currently, it is why I always say MMR wasn't that huge of a change. Ranks are still pretty based around time spent which means once you reach Iridescent 1, almost all skill levels are combined lol

    Yeah.

    Starting out under ranks was horrible. It was wall to wall smurfing SWFs, and then they removed killer matchmaking protections completely. You can see some of my earliest posts on the forums were after 8 or 9 games of crushing losses and incredibly BM smurf teams, I was still facing purple and red rank SWFs with hundreds of hours more than me.

    The current SBMM system definitely poops the sheets from time to time (I've actually seen a marked improvement in match quality by simply dodging a lobby anyone else has already dodged) but there's plenty of room to improve it - because some days this test cycle have felt incredibly even.

  • @Mandy said:

    Hopefully once the tests are fully over we'll be able to share further information on what exactly was tested.

    I'm super curious.

    I will say that I have noticed a significant difference from day to day, but I definitely prefer waiting a bit longer for more even matches.

    That said, if this entire experiment turns out to be a massive placebo, I'll have to buy you all a virtual beer. Because it can be so, so subjective at times.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891653#Comment_2891653

    I made a whole post myself a little while ago for what I'd like to see done for Myers, but the TL;DR is quicker to charge T3 that drains slightly faster, equalised stalk speed, and two new effects for his T3 - Killer Instinct on any survivor stalked past 50% when you pop it, and the ability to walk straight through breakable walls and dropped pallets at reduced speed.

    Something to make T3 a little more scary and versatile than a simple instadown.

    Oh yeah, KI or aura would be amazing in T3. I actually really like that idea.

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