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StarLost

StarLost

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  • @KateDunson said:

    Since sbmm came out did u change approach to the game? Do you like it more? Or don't play at all?

    My personal experience is that i don't take the game seriously anymore, it effects my mental sanity especially when it comes to sweaty games over and over again. I was used to play a lot before it came out, around 90h in the last 2 weeks according to steam, now i have 10h the last 2 weeks which is a huge difference and says a lot of it.

    How's your experience with it? Share your thoughts.

    Another thing I see is that they are slowly losing players and hopefully something will be done about it.

    Before SBMM, I had to play really sweaty a lot of the time as I'd be routinely matched up against smurfs or people with 10x my hours.

    Now, while I do get the occasional kafka matchup, it's a lot better.

  • ...Zuh?

    That was my interpretation of what Mandy said. It has now been clarified, although it still seems like there is an enormous grey area.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757897#Comment_2757897

    The fact that her second best addon is a brown says a lot.

    Damn, we have seen what happens to good brown addon from Twins...

    I'm astonished that she hasn't been nerfed yet.

    She isn't quite powerful enough to break the trinity of Huntress, Blight and Nurse - but she's actually not far off. If her addons were a smidge better, she'd be perfect - but having two of the worst iris in the game on a killer that isn't Freddy or PH...yeah that sucks.

  • The funny thing is - the same person would be calling you a scrub and telling you to uninstall life if you lost to them.

    This community, I swear. It needs an enema.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757835#Comment_2757835

    I swear, I am always of two souls regarding you: aghast at your utter disregard of human life and decency and looking up to you as a role model and for guidance.

    I've only done this once, and that was a team of Dwights that decided that they'd give up after they lost someone at 4 gens and play hide and seek. Took me ages to finish them and yeah - I let them bleed. I hate sulkers.

  • @xxshyguyxx said:

    She's cool. But man trying to actually snipe with her is near impossible. I just don't get it. I set my snipes up and it's just to easy for the survivors to avoid it.

    And then the other issue is presetting at a loop or wall and then you have to guess when they run through that small window of vulnerability...

    In all my matches with her I just can't seem to snipe. Seems to easy to avoid. Feels like its not worth it. Takes to much time to pull off and moat survivors just run away from the tile.

    It'll take a while, but I'm now lethal with my snipes.

    When you first start, hit a single bird to swarm and then fire 3 like a shotgun, trying to lead your target.

    As you get better, you'll just need 2. Then 1.

    A few other tricks:

    • If you know where a survivor is, line up 2 birds with a decent gap between then (about 10m) and you can double tap them for an injure, or even a down. You can do this on hooks too, but that's so dirty.
    • People will often panic and leave gens when you bird them. This tends to cause a lot of 'mini pops', which are incredible.
    • If you know someone is going to drop a pallet - put down a bird and fire it immediately. If you time it right, you'll hit them the second they drop the pallet and injure them. Get so many downs this way.
    • Set up birds to zone people away from windows by threatening to damage them.
    • Birds will sometimes fly up slopes, but never down.
    • You can also use your birds to zone people towards unsafe areas. People will often turn away to avoid the birds, use this to your advantage.
    • BBQ is a solid perk on her, hock birds at the auras.
    • STBFL is actually decent on Artist, just bird the obsession.
    • Flashlights are a huge threat to you, a single flick dispels birds. If you see 3-4 flashes, bring Franklins.

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757786#Comment_2757786

    Is Artist actually weak? She has better anti-loop than Doctor and about equal detection/interruption (worse at short range, but better at long range.) Her ability to check gens and totems and push people off them at a distance is really nice, even if she lacks mobility. She's like Wraith in that she wastes very little time locating people. She can just fall into the trap of thinking she's making progress in a chase when she isn't by using her power incorrectly. (Seriously, one bird into three is the magic formula. Use more birds for the first hit, or try to go for shots in spots where survivors can dodge in any direction, and you're going to fail.)

    I also think she's got quite a few decent green and purple addons in addition to Festering Carrion. Exhaustion's always nice, Mangled is always nice, and the one that causes Oblivious on swarmed is absolutely fantastic. So is the one that spreads birds to nearby players. Her spread isn't the best, but it isn't the worst either.

    Weak? No.

    She struggles sometimes though. Maps with a lot of elevation changes make her power kind of worthless. Flashlights mean you don't really have a power if survivors don't want you to.

    Her addons are...gah. The fact that her second best addon is a brown says a lot.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757862#Comment_2757862

    Those queue times... I just don't care. I see rainbow colored paid cosmetics or full p3 squads with flashlights and toolboxes... And I just stay. I know what will happen to me as the offerings screen plays out and the killer brings an obvious Mori, but I can't stomach another queue.

    Yeah, my odd survivor queue...I swear, I've watched an entire season of Blue Bloods while waiting for pops.

  • @chargernick85 said:

    I'm not saying it gives me great teammates normally but tonight it feels broken. Getting 3 new players (tier 1 perks, dont rescue, what are gens?) and a killer who thinks they need to tunnel on top of that. Literally just watched a Dwight jump in a locker mid chase right in front of killer...he was healthy. Like take a hit and use the boost to get away.

    Same on killer side...3 games I steamrolled under par survivors. Idk just seems more off than usual. Anyone else?

    I've been getting a run of 800-1000 hour players to my 400...and weirdly enough holding my own today (I've had to play sweaty though).

  • @GenJockeyNance said:

    I feel that. When I'm given hatch, it's nice but I never expect it or feel entitled to it if I'm the last survivor alive, there's no hard feelings in me being slapped onto that hook as I know unlike some survivors, this is just a game and that is the killer role. To make sure no survivor escapes.

    I'll give someone Hatch (I prefer gate, as it's worth more BP for them) if they are nice and don't do scummy things.

    If you BM me or try to cheat (ye gods thanks for my crazy strong connection) then no, you don't get one iota of mercy.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757695#Comment_2757695

    That's incorrect. Credible threats can result in a permanent ban, while "Insults, intimidation, hateful speech, repeated harassment" can result in a temporary suspension. What the original post describes probably falls under the latter category.

    Those are the rules as written.

    As enforced though, as confirmed by Mandy recently - very little is actually actionable.

  • @SleepyWillo said:

    So this is just for clarification.

    I know threats (someone saying "I will BLEEP you") is bannable.

    I know telling someone to harm themselves is bannable ("go BLEEP yourself").

    My question is, is WISHING death/harm on someone is endgame chat bannable?

    https://us.v-cdn.net/6030815/uploads/PERIKRJ2L2TV/death2.png

    This person got really annoyed with me for NOT killing the last two survivors and letting them go...

    They didnt TELL me to BLEEP myself. Or threaten to BLEEP me themselves. They wished my grandmother died. Or better me.

    Is there any point in reporting this? Is this a loophole? I might be overly sensitive because I'm very close with my grandmother and I feel this is crossing the line...

    Nope.

    From what the devs have said, anything that isn't hatespeech or a credible threat is not only acceptable, but an integral part of online gaming.

    So stuff like 'I hope all your relatives die of something nasty' is completely fine and not even worth reporting.

  • @cutiekiller said:

    tell me the perk you use in every single build and what buff you'd give it, even if it's already powerful (if it is)

    mine is Scourge hooks: pain resonance

    Any survivor touching the gen within 5 seconds of blowing up have their aura revealed for 5 seconds.

    I'll do my favorite two 'dumb perks that I love anyway'.

    • Surge: Now works on grabs and killer power based downs (frankly, this should be the case already).
    • Save The Best For Last: Now only loses one charge on hitting the Obsession.

    @TruEternity said:

    Bond: Friendly survivors now have a symbol telling them they’re within Bond range. Not only could this let people know you’re close to help out, they’ll also know I can now see the stupid ######### they’re doing.

    Bond: Now gives survivors a tuxedo, a silenced pistol and a grappling hook.

  • @DeadSacrifice said:

    So I just bought 2200 auric cells and I want to buy some killers who should I buy? I can buy 2 cause I already spent some. Pinhead, Pig, Freddy, Bubba, or Michial?

    From your list:

    Bubba - Excellent perks, sort of a bleh killer. BBQ is basically mandatory to enjoy the game though, due to it helping a lot with the grind.

    Pinhead - Decent perks (Plaything is just a lot of fun), very difficult to play well and not all that strong, but he feels good and has amazing animations and visuals. I enjoy him, and he'll probably get a buff in a year or so.

    Freddy - Avoid. Bad perks, awful addons. Some people like him, I can't stand him.

    Michael - Get. Incredibly fun, decent perks. STBFL is excellent on a ton of killers. Some of his addons are so powerful that you'll be amazed they exist.

    Pig - Eh. Okay perks, weak killer - but she is fun to play and is also overdue a buff.

    From your list, I'd get Michael and Bubba, but mostly play Michael.

    Have you considered any other killers though? Nemesis is a blast, Artist and Plague are brilliant (but I guess you can pick them up for BP).

  • @cutiekiller said:

    Personally I have to sweat like crazy to hopefully get 1 single kill and I really think he's closest to worst killer in my book (3.4K hours so you don't think I am a newbie)

    Why do you consider pinhead a good killer?

    Edit: the reason I ask is because few days ago i've seen a post regarding pinhead asking what tier do you think he is and many said A or B.

    I...don't.

    With his best addons, he's mid B (fang, nail etc). Without he's low B at best, probably high C. He's the epitome of 'if you are really good with him, he's mediocre - otherwise he's weakish' balance.

    He needed something to compensate for the bonkers addon nerfs.

  • @Rivyn said:

    https://us.v-cdn.net/6030815/uploads/ZYBDUHXSSOI3/20220118134210-1.jpg

    By SBMMs account, did I win, or lose? 4k or 0k? Since kills are the only thing that matters in MMR, on which side of the spectrum does DCing side with?

    @Laluzi said:

    I'm wondering the answer to this question too. Are they kills, are they escapes, or are they neutrals like hatch?

    @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/305762/how-does-dcing-count-into-sbmm

    That’s actually a really good question. Maybe they answer it in the Q&A

    From what the devs said a bit back:

    • An early DC is like a hatch escape. MMR doesn't change for anyone based on it.
    • A DC later is like a kill (for survivors) or an escape (if the killer DCs).

    The actual numbers that constitute 'later' are unknown.

  • You say that...but not really. I've played a lot of PvP games, particularly RTS and MMOs - and the only games I can think of offhand that have communities as poisonous as DbD are pre-Tribunal LoL, the original DOTA and CS:GO.

  • @Grandpa_Crack_Pipe said:

    Yes.

    They are.

    No one said they weren't.

    Dramatizing bog-standard BM is tiring.

    The fact that BM is considered 'bog standard' in this game is honestly pretty tiring in and of itself.

    I've been gaming for decades, and this community has a knack of getting under my skin in a way that few have ever managed.

  • @Pulsar said:

    Another classic us vs them post.

    These days, it's sort of an 'us vs them' game.

  • @brokedownpalace said:

    Please stop. I can't take it anymore.

    They are so rare, even now. Mostly I get Blights and Huntresses, with the occasional Bubba and Nemesis. I actually wouldn't mind seeing more Plagues.

  • @Advorsus said:

    I'm not quite sure why some survivors hate farming killers. I personally love playing as and against a farming killer. I enjoy it because if I'm playing as a survivor, and I'm getting back to back face campers and tunnelers all night, it's nice to have an easy break to help me reset my mindset.

    Same thing with playing as a farming killer. I like strapping on my bloody party streamers, and letting survivors just chill and farm me, help them get their challenges done, maybe get some pips in. Plus I get to hit them a lot and watch their blood go splat.

    The craziest thing is I actually get hate mail from some people for letting them sit there and flashlight me all game or stun me with pallets. I get more endgame messages from that rather than if I just camped all game lol. It's crazy to me the mindset of some people in this community.

    I like to go half and half. If I can get solid BP while also doing well, that's great.

  • @Kill_Yr_Idol83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756347#Comment_2756347

    Haven't seen what? That your MMR raises too fast? That you hit a cap where it's just a competitive sweatfest? That your MMR never truly evens out? What part haven't you seen, at all?

    When I say it hasn't proven to even out is as follows: Take Ghostface. I played him at the beginning SBMM was implemented. Had a couple too easy matches against noobs, a couple good matches and some bad against casual and/or medium tier MMR players (where I should be) and then ever since those last couple good games played at 5am, it's been nothing but one sweatfest after another against survivors with 2000+ hours playing at the top of their game. I've tried throwing matches, farming matches, AFKing through matches,, you name it and my MMR has not lowered one bit. Every and all matches I play with Ghostface since SBMM has been sweaty and competitive with top tier survivors with their profile stats to back it up.

    So yeah, that has proven to me that SBMM is bullsh-t and this idea that it'll even out is a lie.

    I've found that early morning is where games get really sweaty.

    MMR is designed to produce 'fair' games, where each survivor has a roughly 50% chance of escaping.

    Now, I can definitely see how this would make things sweaty for high MMR players, because they are playing against other high MMR players, as well as people ultra high MMR who the system can't realistically match with other players. But this comes with the benefit of ideally making things a bit more even for newer and intermediate players.

  • @Kill_Yr_Idol83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756300#Comment_2756300

    You all see to not get the point which is bizarre. I never said I or anything else wants to slum it at low MMR and stomp on newbies. Problem with SBMM as is, is that MMR rises way too fast cause its based on kills and not hooks which is not an accurate measure of one's skills. You then as killer, get stuck at higher MMR matches that eliminates all casual play from the game. People love to say that it evens itself out eventually but after a year its proven to not be the case. It's just one sweaty competitive match after another which sucks the fun out of the game entirely.

    I haven't seen that, at all.

    And...proven? Where has it been proven? Be as specific as you can.

    SBMM isn't perfect, but it's far better than ranks.

  • @GHOSTfaceP3 said:

    Circle of healing is really strong but it's not over powered I mean the problem with boon totems is theres no cooldown on placing them ...even then it should only be like 40 seconds maybe 50

    The only one? Probably not.

    That said - you are just...wrong. And so are they.

    Boons were a bad idea from the get go. Everyone who speaks credibly on this game with a fair amount of experience behind them agrees at least that CoH needs a huge nerf and boons should not project through floors, and should be broken when they are snuffed.

    As they stand, they negate entire killers. Wraith, Legion, even Hag to some degree.

    The major issue is there is literally no counter that isn't gimmicky or unreliable. The intended counterplay (finding the boon and snuffing it) is more often than not the wrong move to make. If it takes you 10 seconds to find and snuff the thing (could easily be twice that on maps like RPD), you've fallen behind - and they can just immediately relight it.

    As it stands, boons are responsible, at least in part, for a lot of survivor complaints at present. Want to know why you are seeing so many Blights?

    @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756179#Comment_2756179

    Thrill of the hunt and totem builds that's how you do it

    Any perk that can be gone literally 20 seconds after the match starts isn't a realistic counter to anything.

    @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756194#Comment_2756194

    I actually think there pretty creative and I see them more as a team player perks not second objective

    Creative doesn't mean 'a good idea'.

    Boons were a terrible idea. They've taken the meta to an even more stale place, where killers are pushed to even narrower choices if they don't want to lose at the selection screen.

  • @Kill_Yr_Idol83 said:

    Hear me out, I'm a retired killer main of 4+ years who has recently quit playing the game because of how absolutely dreadful it is to play killer these days since the SBMM was introduced (I still think it was one of the single most worst decisions ever made for this game).

    Now I've been looking for any reason to jump back into playing the game since I miss it and truly do (sorry, did) love playing however isn't adding a decaying MMR mechanic only going to incentivize killers to quit playing until their hidden MMR bracket drops? Correct me if I'm wrong but wasn't part of the reason for MMR (as ridiculous as it is for a game like DbD) was to make for quicker lobbies or to welcome more players to play the role as killer because the amount of people that play survivor far outweighs those that play killer?!?! I mean, in theory, a decaying MMR sounds like a good idea but with MMR still being these hidden numbers we're unaware of and have no idea how much time it'll take to lower ones MMR, this system just seems counterintuitive.

    Bottomline, this is not the fix for killers that'll patch the long term issue with SBMM that the majority of us hate. It's still a broken system and this experimental idea will just hurt the game in practice. Killers will take long breaks to get their MMR to drop, lobbies will take longer to queue and (most) everyone will still despise SBMM because all matchmaking ever needed was a tougher criteria to gain pips with the scoring events so noobs weren't carried into ranks they didn't belong in and attention to how SWFs affect the game.

    SBMM is still bs ✌

    ...Why would we not want our MMR to rise?

    Slumming it at low MMRs gets very old, very fast.

    This just means that I won't get my face pushed in by a bunch of 14 year olds on drugs every time I take a break.

    SBMM at least made smurfing a million times more time consuming, it was so easy that even fog whisperers were doing it under ranks.

  • @KolbyKolbyKolby said:

    This is true of almost every video game you can play and I assure you that the tree in Shelter Woods is #NotLikeOtherTrees too

    Hah, I know - that's why I noticed. Working on something of my own at present and do that all the time. I also vary the size though.

  • @Pizzasauce said:

    Everytime a killer gives me the hatch, if they're on the same platform as me, I message them and say thank you. Not once have I ever heard back. Which is FINE. I'm not saying thank you for the validation. What I'm wondering though is, am I doing something I shouldn't? Should I just take the hatch and be done with it? I don't know. What do you guys think?

    I think that people are just leery about getting messages from anyone in this game. I know that DbD is why my Steam profile is now private.

    That said - thanks aren't needed. It's mostly just a courtesy, either 'your team let you down, but you played well' or 'I feel bad because I dominated'.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/305665/why-do-killers-get-mad-at-teabagging

    camping the whole game, tunneling one person the entire match

    Right there, that's not toxic. It's very possible that killer was actually stressed out and frantic all match. Realize some killers aren't angry when they do that, they're actually desperate to not be a complete failure. Now, when you teabag at a player who was desperate and frantic and stressed out during the match, what kind of response do you expect? If they're in chat, they'll probably lash out, because you've just made a bad experience worse.

    Even if they are being a jerk, teabagging at them just perpetuates the cycle. They're probably being a jerk because someone was a jerk to them in a previous match. People carry bad feelings from one match into the next, that's human. You can justify being a jerk as much as you want, but you are still being a jerk yourself no matter your reasoning.

    Or my last two games.

    Game #1 - Cocky Claudette. Teabags me constantly behind her little bodyblocking SWF, so I focus her down. Postgame:

    'scrub killer why you tunnel so much?'

    Me: 'Don't show me those teabags if you don't want to dance'

    'lol cant take a joke'


    Game #2 - Insanely strong 3man SWF on frigging Cowshed. End up losing track of who I've hooked, end up hooking the same Meg (there were 3) 3 times in 5 hooks. Get cussed out and report threatened in postgame.

  • @Nathan13 said:

    I don’t see it discussed here much, but I know some people think it should be toned down. I guess it sucks if you haven’t been stalked and you got moried but I rarely see it in my matches. So thoughts about this add on?

    It's one of 3 Myers addons that's...just too cheap and feels like it's holding him back from meaningful buffs.

    I just don't run it. BP sucks and it's unfun to play against.

  • @Mileena_Kahn said:

    If you’re playing killer and you’re playing in a scummy way such as shaking you head no, hitting on hook, camping the whole game, tunneling one person the entire match, and slugging to death, why do you get mad if survivors manage to get the gates open and teabag you? I understand the killers that play normally and still get teabagged, that’s understandable… but to the others (which is about 70% of the killer players), why? You kinda deserve it.

    Sigh.

    Was this all a barely concealed whinge about camping?

    Tunneling is...just how killers are supposed to play. It's not our responsibility to distribute damage, it's your team's.

    I don't camp, I seldom tunnel unless I just keep finding you or it's a really stacked team - and I still get teabagged at the exit gates maybe 90% of the time.

  • @Leachy_Jr said:

    Ever since slinger nerf I've been looking for a new main since he just isn't fun anymore. I've stumbled across artist and trickster as the 2 killers I enjoy most, possibly blight as well since I got a PS5.

    Issue is, I don't want to spend another year and a half maining a killer just for them to be gutted in terms of viability and fun.

    I was thinking artist mainly, as trickster (while incredibly fun) is super bad on console, as in easily the worst killer on console.

    Thing is, artist is new, and she's actually decent in chase which we all know survivors don't like, so she could be changed. Now this is BHVR, so the change will either be so minor it does nothing, or so big it absolutely kills her. With justification that "oh well she's 1% faster when holding crows" as "compensation".

    Her change is bound to come in about 3 months, or 1.5 months-ish if they decide to straight up nerf her like what they did to pinhead with his add ons.

    So what do I do? Who else do you reckon has a low chance of being changed?

    (Also if the dev behind the slinger nerf reads this please revert thank you thank you)

    Hag is a safe bet, because nobody plays her as is. She may get an addon pass at some point though.

    Honestly, a lot of the 'older' killers, like Huntress.

    That said, who knows?

  • @drakonukaris said:

    Game looks and runs very good on xbox series x but there's one thing that's missing.

    A lot of killers are very precision dependent and require a mouse to realize their full potential. I'm personally interested in playing Trickster but I'm finding the micro-adjustments to be impossible on a controller.

    Alternatively you could add cross-progression from console to PC, a lot of people have way too much progress on console to just start fresh on PC.

    I agree.

    Both survivors and killers have a notable advantage if they play with a PC control scheme.

  • @Sluzzy said:

    1. Anti-Loop killer (Check)
    2. Slows down survivor (Check)
    3. A mandatory secondary objective (Check)
    4. Requires coordination to beat (Check)

    There's a reason his killrates were the highest and I feel like his nerfs were not enough. He either needs a weaker anti-loop power or his Lament Configuration power needs to be much less punishing.

    There is also an unfair strategy where I see Pinheads know where the box is located. Hoarder needs to be nerfed so it doesn't show this particular box. Both needs to be fixed.

    This is pretty funny, I'll give you that.

    @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752456#Comment_2752456

    Wait, Survivors can solve the Box while denying Pinhead his teleport? Wonder how long it will take BHVR to fix this. Or will it be like the audio bug, where it won't be fixed because it benefits Survivors?

    Whereas, when Killers were losing their TR; it was fixed within a day. 🙃

    No idea. I'm seeing it in maybe 1 game in 5. I've tried to talk to people postgame, but the closest I've gotten is 'I learned how from a streamer's Discord, it's a secret'. And I'm not sure if they were winding me up.

    @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752813#Comment_2752813

    Every killer is way too strong if streamers can 3k average with no perks and 30 second afk. Now imagine what they could do with perks and no delay. Scary to think about how killer sided this game truly is.

    Did they? I'm not sure on those numbers. That said...

    Does it matter what Otz and co 'can' do?

    These are people with 8000 hours who basically play this game professionally, playing against people with 5-10% of these hours mostly.

    Otz has 4k'd on Deathslinger without using his gun and tons of other silly things. This isn't a good barometer for balance.

    @Massquwatt said:

    I think pinhead is fine as is really. Aside from minor tweaks here and there he should be left alone for the most part since big changes can either make him way too strong or way too weak. Both his chains and box can be played around by both sides, the chains are kinda annoying when they break on the environment but they aren't totally random so once you learn the ins and outs of it you kinda play around that fact. All in all I think he's the closest to being a perfectly design killer and I'd rather they don't touch him. Except engineers fang, just delete it and give it another effect.

    Some of his addons either need a buff, or to do something different.

    They need to fix whatever weirdness allows survivors to solve the box without allowing him to teleport.

  • @Chordyceps said:

    When Pinhead first came out, I was super stoked about his power, cause we've never seen anything like it in the game. A dude who has a ranged ability that you can steer as it flies through the air? And he has passive slowdown? That's absolutely wild!

    It's been a few months since he came out, but he has aged particularly poorly I think. This is a killer that has two of the most powerful types of abilities in the game: passive slowdown and range. Yet despite this, neither of these powers do their job particularly well.

    First let's take about his chain ability. This is a power with an incredible amount of range to it, but absolutely no reason to use it at range. The slowdown you would get from using this at a distance does not surpass the ground you would gain by just walking for the same amount of time. And the fact that his chains break automatically on the environment turn it into an absolute joke on indoor maps, or even just regular jungle gyms. The only time his power helps you get hits is at semi-unsafe loops, which so many other killers can do better, since they actually get a damage state from using their power well. What do you get if you use pinheads power well? Neither jack, nor #########.

    The Lament configuration. Something that offers passive slowdown should be powerful, but this somehow manages to avoid doing this. Chain hunts take a long time to start, and when it does start, the chains move so slowly they can be dodged with minimal effort. I know this because I've been the one having his chains dodged and the one dodging chains. And it is not difficult to solve the lament configuration. You get to see where it is at all times when it spawns in. It only takes a few seconds to solve. If hooks are far enough away from where someone gets downed, you can solve it before they get hooked. If someone's in a chase, chances are you can solve it safely because the person playing him may not want to abandon that chase for one reason or another. Once someone picks it up, it puts chain hunts on hold for everyone. You don't need to solve it to take the heat on your teammates, you only need to pick it up. The only time The Lament configuration does its job well is when you are running the Iridescent Lament Configuration. It's the only real way to guarantee you can get your relatively weak slowdown to actually come into effect in the first place.

    There is basically no reason at all to ever play this killer, because everyone fills these roles better than him.

    Huntress, Deathslinger, Trickster, Demogorgon, Cannibal, Hilbilly, Nurse, Hag, Doctor, Spirit, Clown, Executioner, Twins and even Wraith all do anti-looping and distance closing.

    Several other killers are better at slowdown too. Pig is way better because survivors basically need to drop everything to remove bear traps once they're on. Demo can waste survivors time by making them use their time to remove his mobility ability. Nemesis can waste time by requiring people to find and use vaccines. Legion forces people to use a lot of their time to mend and/or heal. Hell, even killers like Hilbilly and Blight do slowdown better because they can pressure gens by traversing the map quickly. Pinhead can teleport, but survivors control when he teleports and where he teleports to.

    I've seen a couple posts on here all like "why does no one play pinhead?" or "why do I not see many pinheads?". This is why. His power occupies two powerful niches, but somehow he sucks at both of them.

    The Cenobite is just a weirdly designed killer.

    At base, he's pretty weak. A mediocre anti-loop and a secondary objective that is basically meaningless, thanks to how easy it is to completely negate (and the weird 'tech' that lets survivors solve the box without allowing you to teleport).

    A huge amount of his power came from his addons, which were then nerfed to Freddy levels.

    He needs...something. A good start would be removing the gimmick where he breaks his own chains, fixing whatever allows survivors to negate teleports and bringing up his weaker addons.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752222#Comment_2752222

    Wish her iris were better. Garden of Rot is terrible.

    They're both terrible. The feather is honestly about as useful as an empty slot.

    One less birb is a big deal, and because of the way she works, they'll know roughly where you are anyway.

  • @GannTM said:

    Severed Hands:

    • Any Survivors near a Survivor being swarmed by Dire Crows will also be swarmed.

    I’ve been using this add on a bit lately with Discordance and Nurse’s Calling and it’s very strong. I thought this combination was just going to be fun and gimmicky but I found myself destroying survivors very quickly. I think good teams can counter this by just spreading out but against most players, you can see a lot of results with it.

    It's her best.

    Her second best is a brown addon.

    Artist is a fun killer, but her addons are really meh.

  • @xxshyguyxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752198#Comment_2752198

    I felt bad for quitting but they weren't doing gens and I was just walking and walking lol ahhh!!!!

    Yes, survivors like to sulk and take the match hostage by playing 'hide and seek' at times. If they do this, I'll usually just go AFK and report them post match, as apparently this is bannable.

  • @xxshyguyxx said:

    Sorry to the two Kate's left in the match, but I just couldn't take it anymore. 1 survivor quit, the other I killed. There were two ninja Kate's left and I was so bored trying to find them on that God awful map.

    There were two shadow boon totems too. So when I did find one and hit her, she'd rocket boost away completely hidden, no way to know which of the 5 directions she went.

    This went on for 5 minutes before I was like I'm done. So boring and frustrating. You hear a gen across the hall and wind up in a dead end trying to get to the damn thing, and then wh3n you finally do they are ghosts....

    Trying to navigate that hellhole of a map is twice as hard with shadow step boons everywhere too. I just couldn't do it anymore it was so boring and time wasting.

    Yeah, it's a miserable map.

    It's also miserable for survivors.

    Honestly, if I could veto one map, it would be Haddonfield...but #2 would probably be RPD.

  • @RainehDaze said:

    See title for question.

    Well, if they're downed, at least. I guess that would be a caveat.

    BBQ - absolutely.

  • @FrostySeal said:

    Ever since MMR has come out it has just destroyed any joy I find in DBD. Constantly, in every single one of my matches, I am always getting paired up against extremely sweaty players and I don't mind going up against sweaty players but when it's EVERY single match, it gets so exhausting. It doesn't help that in high MMR everyone is always running the same extremely overpowered meta build and frustrating play styles such as COH, DH, UB, or a bunch of slowdown perks with strong add-ons and tunneling/camping. As a survivor, all of my matches feel so frustrating because of me having to constantly go up against killers that I really don't enjoy using strategies that I also really hate while for killer I'm constantly forced to play Killers that are extremely good at camping (Trickster) or Killers that are extremely powerful (Blight, Artist, or IMO Pinhead.)

    Seriously, how am I supposed to have fun with DBD? Even with a SWF or even if I win a Killer match I still don't enjoy DBD. If anyone still finds this game fun, please tell me how you're still able to find this game fun with everything that I mentioned.

    I'll say that I'm enjoying the game substantially more since SBMM.

    It has it's issues, and SBMM has certainly boiled these to the surface though.

  • @PigMainBigBrain said:

    Concerned killer main here. Hows it going in this horrid state of the game? Terrible huh? Yeah, I get it. Looks like you're having some issues with dead hard. Suddenly became meta right? Yeah I see it too.

    You're probably asking yourself ######### are you talking about Pig. Dead hard is incredibly op right now, what are you even doing?

    Well...I'm removing that survivor mindset from your brains. And hopefully bringing your attention to the roots of this problem that ya know....get kinda ignored for ages until people rage quit or forget they were problems to begin with.

    You look at deadhard right, has some simple problems. None of them are the perk itself, and all of them are the surrounding environment that lead to dead hard becoming more powerful than its ever been.

    I'm not gonna type your ear off. I'm gonna give you the clues and let you do the math. Then you decide for yourself, make your choice, either scream for Deadhards Downfall, or use that last breath of yours to speak about a different issue, that may be much more compound and pertinent to your dilemma.

    Lets look at the problem, and take it apart, step by step. Lets put everything we know about the perk and its tie ins with other aspects of the game.

    Dead Hard is strong....Check.

    They added hit validation to dead hard....Check

    People use dead hard to extend (press W) chases....Check

    Dead Hard is an exhaustion perk.....Check

    2 Points that stand out in the above. "They added hit validation to dead hard"

    Hit Validation, as it stands right now, is absolutely horrid. Sometimes it works, most of the time it doesn't and you end up swinging>landing a hit>getting the sound notification and scream that you landed a hit>Getting the stun as if you've landed a hit>>>Oh ######### (IT WAS JUST A PRANK BRO YOU DIDN'T HIT HIM AT ALL LOL GET VALIDATED! OR BETTER, GET INVALIDATED HA, GOTTEM) <--- Feels terrible right?

    Hit Validation problems>>Get denied a hit at a pallet, get denied hits at windows, get denied hits on a person who is literally just pressing W but the server desyncs gives you the stun and doesn't count the hit, get denied gen grabs, get denied hits after someone comes out of a locker.

    ^ Did these issues exist before hit validation? No....so....is it really Dead Hards fault?

    Alright but what about people using Dead hard to extend chases, extra steps to get a hold of a window vault, extra steps to get a hold of a pallet, extra steps to get to and reach a locker.

    Pallet Problems>>>We have vaccume pallets still, and hit validation can and will ruin pallet hits especially after a Dead Hard.

    Window Vault problems>>>Hit validation ruins window vault hits.

    Chase extender aka hold W>>>Map tiles got changed to the point where things are shorter, smaller, and the gap between loops smaller. A dead hard before this change only granted people an extra maybe 10-20 seconds, Now though because maps are shaped the way they are, you can get a clean 40-60 seconds out of that on top of pallet drops.

    The skill itself hasn't changed significantly since patch 2.0 where people could dead hard onto untouchable obstacles and exploit maps. But what really changed? Ahhh right....the surrounding game changed. Hit validation changed the game, Pallet distance changed the game, Map spread changed the game. A perk that wasn't really a huge problem before, is now completely bricking people. But ask yourself this.... do you attack the perk, or do you attack the systems put in place that put the perk over the top? Make your choice.

    Okay, two problems:

    • Dead Hard was always the most meta of meta perks.
    • It felt balanced around it's validation quirks. Fixing these amounted to a buff.

    Now it's omnipresent, and using literally any other ex perk is playing the game sub-optimally.

    @Johnny_XMan said:

    Personally (This is me speaking from my own experience after 6.5k hours) I just don't find Dead Hard that problematic.

    I understand what players are saying about using it for distance, but I am also aware that it doesn't always pan out that way. If Dead Hard could be used at ANY given time in the way they describe (for distance) then I could see it. So far, even the ones who successfully use it for distance end up going down seconds later. On some loops you have to know which way to loop, on others (the unsafe pallets) you have to start to try to walk around instead of swinging and essentially force them to drop the pallet one way or the other.

    Maps are generally known to have strong AND weak areas. The problem is people just want to focus on the strong ones. Hence why they never talk about those dead zones where it didn't matter what you had, you were just dead.

    Here's an issue:

    • I'm playing Demo. I'm trying to get a down at a very crucial point in the game. I shred into a survivor by a pallet. Before the change, either I'd hit them or they'd drop the pallet and Dead Hard away and I'd break the pallet. Now, I get validated on the DH and fail to break the pallet.
  • @Nos37 said:

    My first match and I'm immediately tunneled out of the game by Cannibal and get a 5 minute ban.

    Please disable The Cannibal and Saboteur during events. Thanks! 😁

    Uh, you DC'd. That's your own ban, not the killer's fault.

    @Nos37 said:

    My second match in, and I get a Ghostface abusing an exploit to get free Exposes without any way for survivors to reveal them, and now I have a 15 minute ban.

    I want to play the game, not sit in lobbies, hang on hooks, and wait for matchmaking timeouts.

    What exploit?

    I Googled this and found nothing. I've also literally never seen or heard of this.

    GF's 'reveal' mechanics are janky.

  • @KolbyKolbyKolby said:

    Didn't you derank off stream and lose games just to get easier matches? Don't you even have a disclaimer claiming this? You can't honestly claim a 400 4k streak if you go inbetween matches to lose on purpose to make it easier.

    Okay, if this is true - that's absolutely foul.

    Smurfing kills games and should honestly be bannable.

  • @Minecraft said:

    bad gameplay, should be removed with no second thoughts. same could be said for most killers to be fair

    With the amount of money people have invested into this game, not to mention time - removing most of the killers would be anything but 'fair'.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750427#Comment_2750427

    I never said Body Bloick Hag was good, i said that her Iri add-on isnt bad because of what you can do to it. If you really wanna get funky her Rag iri is worse because it has a 15 second cool down so you can miss potential downs. Body Block Hag (Waterlogged Shoe) is actually buffed after the a patch or two ago so its not as horrible as your making it sound.

    https://forum.deadbydaylight.com/en/discussion/comment/2750469#Comment_2750469

    Hag is not a S tier killer due to her counterplay but sits at the top of A+. Same for Huntress, as good as she is she isnt S tier because her chases arent that short

    No, it's still pretty horrible. You can polish a turd, but it's still a turd. It's also really dull.

    The Rag iri is a perfect iri. It changes up her gameplay, gives a powerful benefit but also a drawback - and some interesting decision making. More iris should be made along those lines (takes a sad look at Artist and Pyramid Head).

    I'm not even sure Hag is at the top of A tier anymore. She's more like mid. The current meta is actually incredibly strong against Hag.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750551#Comment_2750551

    You don't really need to be that good... I don't know what you consider average swf tho.

    As long there is weak link, swf is not that bad, but what if there is not any and everyone can loop you for more than 60 seconds, most killers are screwed against that.

    We had post from soloQ players tracking their escape rate and some had over 60%, which is really good for soloQ. So I can use same argument and say that not all soloQ players have problem to handle killers.

    This.

    SWF provides so many benefits in terms of coordination and information sharing.

    • Calling out traps.
    • Coordinating addons and perks before the game (welcome to 4x further hook hell).
    • Calling out the killer location (an absolute embuggerance when I'm playing Mirror Myers).
    • Coordinated bodyblocking.
    • Coordinated sabos (people always forget how ridiculous this can be on some maps).

    And that's just off the top of my head.

    As long as SWF exists, this game will need to be balanced around it. And that genie is, sadly, out of the bottle now.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750455#Comment_2750455

    Why hate? Sluzzy is right most of the times, from the solo survivor point of view

    https://forum.deadbydaylight.com/en/discussion/comment/2750475#Comment_2750475

    I'll just reply to your second point: ah yes the "leave the loop" tactic against a 4.6 anti loop killer that effectively makes you reach another loop in time (and if that so, that you'll have to leave anyway??)

    Which killer?

    Blight?

    Not every killer plays Blight. And Blight is only really a problem when he uses a specific addon combo - which will inevitably be nerfed. There are plenty of things in this game which need to be nerfed, but BHVR always tends to move at a glacial pace.

    Against any killer that isn't Blight (or a god tier Nurse), this strategy will work.

    Some killers (Huntress, Artist, Nurse, Hag etc.) require you to play a little differently - and that's not a bad thing.

    Also remember - BHVR balances around gross kill rates, not high MMR play. If Blight's kill rates aren't out of control overall, then he's fine. I don't necessarily agree with this balancing strategy, but it is what it is.

    @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750484#Comment_2750484

    We have been reading different posts, I guess... This one is not that bad, but still flawed arguments and ideas.

    It gets a definite 'shows improvement' grade.

    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750470#Comment_2750470

    With how the hatch doesn't spawn until the third person dying and the whole EGC, it seems so killer sided now. I don't like it. Glad we both agree.

    And now it gets marked down again.

  • @Sluzzy said:

    I say too effective but you could also say they are overpowered, hence killers are overpowered.

    Before someone comes at me that “Sluzzy, a 4 man SWF can counter those or good survivors can deal with it”.  My answer: If it takes a perfect 4 man SWF to overcome something, there is a huge balancing problem.

    One player should never, by default, simply win against an average team because builtin killer tactics are free and too strong.  The devs might say it is a strategy, well I have an answer there too, it is an unskillful strategy that is too strong. The survivor side does not have a default unskillful strategy that gives a huge advantage. Survivors are expected to become and get a PHD from looping school before they can keep killers away for longer than 10 seconds. Casuals can’t deal with it and it drives away players.  Stealth is almost non-existent so being seen by killers seem to be how everyone plays.

    Now, I’m not about limiting killers. I believe strongly in big agency where players can play how they want as I feel that is contributed to DBD’s tremendous success but I feel like these killers strategies are simply too effective.  When the game first came out, survivors were so much stronger so these killer strategies were warranted strong. But now that survivors are greatly nerfed over time, killers need adjustments. I am constantly facing killers winning because they camp or tunnel someone out of the match and the survivors are not compensated. Then in many matches the survivors give up because of an unwinnable way to win. The hatch and EGC mechanic are very unfair now.  

    Make the hook timer a little slower if the killer is camping. Make decisive strike cause the killer to lose the sense of sound so he can’t hear which direction the survivor is going after a strike. No scratch marks for 10 seconds after a successful strike. If the killer is stabbed, he could lose some of his senses for a little while. There is so much that can be done to deter camping and tunneling.

    The Entity needs to help in these dire situations. If all four are slugged unnecessarily, why not give one a helping hand, especially at 5 gens still remaining.  Is the Entity not feeding on hope or is that simply a lie? I am so tired of going into survivor matches and seeing steam roll and after steam roll. And these killers find it fun or would not want a challenge?

    Decisive Strike was overnerfed and needs a buff now. It’s never been buffed, only nerfed. If it is actually labeled as an anti-tunnel perk, then it should be one. It’s not one.  Meta killers ignore it and down them instantly again. It’s almost like a survivor with 3 perks and a tiny 5 second stun that the killer don’t even mind.

    Not every game is a 4 man perfect SWF that can deal with these powerful killer tactics, there needs to be something done to help 96% of the games where it is overpowered. But done in a way that doesn’t make the perfect SWFs any stronger.

    Woof. Okay, it's a Sluzzy post but I'm going to approach this genuinely:

    • You're exaggerating. Find a better loop, or loop better. One specific video comes to mind - Otz getting looped for around 2 minutes on Nemesis, you can see this on his 'streak' video.
    • Some killers have anti-loop tools. In these cases, leave the loop. Outside of a few problem addons on a few problem killers, there is always something you can do.
    • EOGC was needed to avoid the endless standoffs that could be forced out by either side.
    • Camping, in terms of facecamping, is indeed a problem. The bigger problem is that this can't really be fixed without breaking the game. Until then, bring Camaraderie. It basically hard counters camping.
    • Tunneling is not a problem, unless it's off hook - which is what BT is for. It's the killer's job to wipe someone out early and assume control of the game, and the survivors job to distribute damage more evenly.
    • Decisive Strike was not overnerfed at all. Pre nerf, it was an extra life. The stun is already sufficiently long that you can easily get away.
    • A big reason why killers play 'sweaty' is the sheer nastiness of survivor groups when they win. Go and watch Otz's 'AFK 30 seconds' video, and you'll see what I mean. And that's versus Otz. Nobody likes being gloated at, and so mercy is a liability.
    • By 'meta' killers, you mean 'Blight'. And by 'Blight', you mean 'Blight with AR'. Nurse can't do that, unless it's a 1000 hour monster with perfect gamesense. Huntress can't do that unless you are silly.
    • Sure, not every group is a SWF - but some groups are. And as long as these groups exist, the game needs to be balanced to account for this. Welcome to a lose/lose balance scenario.
    • Much as not every group is a 4man SWF, not every killer is a Blight with Tag and Ring. Those other killers also need to be able to enjoy themselves and win.
    • The devs are introducing some changes to solos to help out. Let's see what happens with those, and reevaluate after.

    @Phasmamain said:

    Honestly it’s come to a point where I actually agree with sluzzy. What have I become?

    Jaded?

  • @EagerOgre said:

    After 600 hundred hours as Killer, I've finally figured out that, for me, the best way to have fun is to stop killing survivors. Killing anyone leads to an MMR increase, which leads to bully squads and all kinds of unpleasantness. To counter that, I've started going for 8 hooks while being sure to never kill anyone. I get my BP, everyone survives, most players are happy and I get kind chats post-game.

    While I've been doing this for about 16 hours of gameplay, I still feel like my MMR is too damn high. I know RNG plays a bit part of it, but even after intentionally sinking my MMR for this long by not killing anyone I'm lucky if I get 4 hooks in most matches.

    Since I've begun tanking my MMR I've found far less toxic survivors (teabagging, clicky clicks, nasty chats, etc.) so it's working in that regard, I'm just surprised that at this point my matches still feel largely impossible to win if I was trying to do so.

    Are kills the only way that killer MMR increases, or is going for hooks also increasing it, or at least stalling how long it takes for my MMR to drop?

    Again, I'm not intentionally lowering my MMR to stomp noobs, I legitimately don't want to kill anyone again while playing pubs and in doing so my sanity as Killer is in a much better place, I'm just surprised that it still feels so high at this point.

    I know where you're coming from - but the problem is that you're smurfing. When you eventually do decide to step on the gas, you're just going to roll over dozens of newbies.

    Maybe, when you hit a spot that is challenging but still fun - go for the 2k to hold your MMR in that position.

  • @Pannat1 said:

    Deathslinger feel so bad playing with in high MMR, I'm sure I have a very good aim and prediction but long range shot is just can't, you can't miss long range shot with Deathslinger because it will extend the chase for possibly 10-30 seconds (one gen) or even more since he walk so slow and he need to reload. You will be forced to take long range shot alot of time in natch since you cant just walk up to them with your 4.4 speed especially on big map survivor will just hold W untill they find new pallet. Deathslinger are

    Also he don't really have any high skills celling, for long range shot you just need to predict where survivor gonna go, most player can do this, for close range shot most people who have 500 hours at the game can hit.

    Huntress if she miss 1 hatch, he doesn't get big punish as much as deathslinger and she can also bypass pallet, she can pressure gen from far away with long range shot and can also down people on exit gate( I do that a lot of time)

    Yes.

    The quickscope change was fine.

    His terror radius should have been left untouched. That was an awful change.

  • @jamally093 said:

    So when I hear Artist voice you would think she would sound like a crow in the end she kinda just sounds like a slight off set seagull.

    I enjoy her audio. She sounds like a downtuned parakeet.

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