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StarLost

StarLost

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  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/3FTIDZJIGNHY/20220114-235011.jpg

    A coms for a streamer, I think the idea of Artist feeding Meg is unique so I share

    Okay, this is adorable.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749649#Comment_2749649

    Its a matter of opinion but you saying Rag is good but Waterlogged Shoe isnt? Actually Waterlogged Shoe is supposed to be paired with Scarred Hand so that shes body block so this is far from a "bad" Iri. Body block Hag isnt very good but not horrible

    Bodyblocker Hag is awful. She's...mediocre on indoor maps and utter crap on any large outdoor maps. It's mostly a meme build and should be one brown addon with a BP boost attached to it (which is the standard for meme builds).

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750295#Comment_2750295

    1. Holy #########, WoW is still a thing?

    2. this is something that was already problematic (being blackface and all). I can't think of a single other item in game that's similar. Also I'm just not convinced by any "slippery slope" argument. I got fooled once, and still can't legally marry a duck.

    I'm not really looking to debate this again at length, because the forum mods are a bit iffy around this conversation and it's very hard to make my point while also exercising the necessary care not to get banned. Plus, the issue is already decided.

    I will say that:

    • Comparing this to actual blackface is somewhat disingenuous. There is no intent here to be offensive or belittling, and I'd maintain that Bubba not wearing the faces of someone of a different race would be more problematic. Equality and all that. For the devs, if people insist on exercising this little charity, it sets up a perfect lose/lose situation.
    • A slippery slope is not always a fallacy. This is why I used the word 'precedent'.
    • I don't think the 'okay' symbol is in anyway problematic. It's a globally used gesture to indicate something positive. The entire controversy stemmed out of an 'op' from the chans, and the fact that it's still controversial is a perfect demonstration of why buying into this stuff is silly.
    • There are indeed places where you could likely marry your duck. People have certainly married stranger things :)
  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750252#Comment_2750252

    Posts like this are why I was very careful to mention that these players are not the only factor that went into this decision. People were already uncomfortable with Smartface and had pretty legitimate arguments for why, this was just the straw that broke the camel's back, so to speak.

    You don't have to agree - I'm on the fence myself - but there's nothing inherently ridiculous, overreaching, or lazy about this decision.

    I disagree. It does feel like an overreaction, based on a handful of bad actors and a deliberately uncharitable interpretation of something (much like the recent storm in a teacup over the new Warlock set in WoW).

    My main concern though is precedent. This sets up a situation where someone can try to have the devs remove x by using x in a particularly nasty, bigoted way. To me, it's letting the trolls win.

    But again - it's a fight that we've already fought and lost, and I'm not Custer.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750171#Comment_2750171

    This is a confirmed bug the team are "looking into", as per @Raccoon

    I don't think that it's a bug that they can really fix, much like the 'silent survivor' bug.

    It's just the way validation works in the game.

    Fingers crossed that it can be, but we'll have to see.

  • @FriendlyBubba said:

    Are Bubba masks really going to be removed? My friend told me and I thought it was a joke but hearing his tone doesn't seem like it. He also said that Bubba got his addons nerfed. Why...?

    Yeah, it's a shame. I disagree strongly with BHVR on their reasoning here - it sends a very dangerous signal. Now, basically anyone who wants to be a butt turkey knows that if they do something in a certain way, they can get something other people enjoy taken away. It's the bloody 'okay' emote again.

    However, it's a fight that we've already fought - and lost. The arguments have been presented and this is the direction they've decided to go. I do think that the shard reward should be much higher though.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750204#Comment_2750204

    Exactly, they wait at the exit gate, ignore the one on hook and get forced leave.

    While this person on the hook now has the chance to go away if this happens. But the game forces you out with instant killing you - and it doesnt skip that much, you still need to see the animations as a survivor.

    I just think, whats the matter?

    If its that easy to hook again, then it doesnt matter for the killer. - Otherwise i just think some fear that they dont get their free kill.

    If its that frustrating for the survivor getting insta downed again - then some will not do it anyway and just die.

    But give the people a chance who want too.

    Because it wouldn't be a 'hook again'.

    It would be survivors waiting the time out on hook to be BM, same as they wait out the EOGC collapse in the exit gates to teabag.

  • @drakolyr said:

    I agree, it should still have a chance.

    There are so many perks and good loopers that there is a chance, even when the killer is camping.

    https://forum.deadbydaylight.com/en/discussion/comment/2750135#Comment_2750135

    He smacks, needs to wait 60 seconds? Well if the exit is next to the hook, you are gone.

    If you have dead hard, you can loop again or run to the exit.

    Its a waste of time? Maybe for the killer, cause he doesnt get a free hookstate to skip.

    https://forum.deadbydaylight.com/en/discussion/comment/2750141#Comment_2750141

    There are plenty of cases where it can be worth.

    For the perks mentioned above excepted, you can also:

    • If the killer forces others out, you can have deliverance
    • You get away, before the killer reaches you again

    For example.

    And for the most part, its not a waste of time, its just more BP for both sides, even if the killers catches again.

    No reason to be upset, but i think its quite unfair that someone who outlasted doesnt get a second chance, even if its little.

    https://forum.deadbydaylight.com/en/discussion/comment/2750144#Comment_2750144

    Funny that you only think about yourself, as a killer.

    It's one of those things where, in a perfect world, a survivor would always try to escape and then either die or get away.

    This is not a perfect world, and what most survivors did/would do is simply wait it out to BM the killer.

    Want to know how I know this?

    How often do survivors just leave the game, and how often do they hang around in the exit gates to teabag?

  • @Gwinty said:

    I saw what the game was like back when and it is a rocky road of steady improvements from there.

    The devs are not working fast, but they are working and most of their efforts yield a positive result in the long run. Many however need some or many tweaks down the line to work.

    Now just form my experience, here are some good things that happened during my time:

    • Better Borrow Time (no camping Freddy)
    • Better Deceisive Strike (no "60 seconds of immortality")
    • Hit validation at pallets and on Dead Hard (yes, I hate the visuals sometimes but it is much fairer)
    • Better Struggle phase (less button mashing)
    • Nerfed Keys
    • Nerfed Moris
    • Clown Rework (yes, still weak but now more interesting)
    • Nerfed Freddy (too easy for too good of a result)
    • Better Spirit (fair to face now, better add-ons)
    • Fixed Blight (look what just an increase of vision can do)
    • Reworked Wraith (tons more fun to face and play as)
    • Trapper Rework (2 traps, as ordered)
    • ...

    Overall the game is improving. I do not want to go back to the time of 2016 where it first came out especially when I see certain perks or loops from back then.

    I do not think that they only care about survivors. They are very aware of the need to bring in new Killers and make their experience worth it. Unlike some survivors the devs know that Killers are not NPCs. However increasing and balancing them is much harder than balancing a single survivor.

    Also please note that one of DbDs best qualities is the ease at which you can pick up the game. Compare that to League of Legends, Dark Souls, Monster Hunter or other games and you will notice that you can get into DbD very easy. This opens the door for new players and should not go unnoticed. Which is why every "improvement" should not add to the entry barrier of the game.

    A few things:

    • The hit validation is awful because at least once a game as Demo or Nemmy, I'll get DH validated at the pallet, resulting in me neither hitting nor breaking the pallet. This is what people mean when they say Dead Hard 'ate' their power. I'm seeing more and more people capable of doing this deliberately too.
    • The Freddy nerfs were terrible. He needed some tweaks, either to his addons or to his basekit. However the former was gutted to the point where his addons are boring, awful or both and the latter also got stepped on, resulting in a killer that is now the definition of 'mediocre'.
    • I'd...hesitate to say Spirit addons are better. About half are nearly useless, and several are still borderline OP.
    • Wraith - they nailed it. Then they gave him a colossal nerf, on top of CoH (which is a defacto nerf to any attrition based killer). Another case of 'too severe a nerf when a small tweak would have sufficed'.
    • I'd say that, as a killer - it took me over 100 hours to really start to understand the game. DbD is not an easy game to pick up and do well on.
    • There is a clear double standard between the way killers and survivors are balanced, particularly in terms of timeline and severity.
  • @crixus006 said:

    https://us.v-cdn.net/6030815/uploads/FXYSDND5EL48/screenshot-2022-01-13-19-45-03-844-com-android-chrome.jpg

    According to these statistics, his best moment in history was bringing resident evil But the great disappointment that Nemesis was at being an average and even weak killer, caused many to be disappointed. My first advice rework to nemesis . The arrival of the boom totems and nerfs to the killers must stop. The appeal of the game is the killers but not the survivors

    Okay, while I do agree that boons (especially CoH) need a gigantic, flaming shot from the nerf-cannon...as the wise old man once said 'there are lies, damned lies - and statistics'.

    Look at the stats in a more holistic manner. There was a massive spike over the anniversary and things are still evening out.

    I do think that some people have quit in frustration due to the Dead Hard fix (see: buff), bizarro killer nerfs (the 5.5 nerfs to Nemesis and Twins were the first time I've seen Otz legitimately furious at the devs, and that's...something), the incredibly nasty ingame community and the like - but I don't think you can look at Steamcharts and make a definitive conclusion from there. It only shows PC players, on Steam.

  • @Marigoria said:

    I get it, you're showing the game to a friend and there is nothing wrong with that. But why do I have to deal with your 10 hour friend in my lobby when I'm in the thousands of hours?

    More often than not, everyone is above 500 hours, even above 1000 (including the killer) and there's a survivor with 10-20 hours that someone decided to bring along, making it an obvious 3v1.

    Why is SWF once against bypassing the ranking/SBMM system and what can be done about this?

    Sadly, this is an issue in most games of this nature and it's not something that can really be fixed. Eventually the MMR of the 'high' player will decay.

    It would have been the exact same under ranks.

  • @HighwayCatalyst said:

    Twice in a row yesterday, I went against killers with zero perks and addons

    I see this from time to time. It's usually a 'a streamer did this to show off, let me try'.

    It's also sometimes a hacker.

    @ShinobuSK said:

    Not saying all my teammates were gods but they were always experienced enough.

    Even 4 slowdown blight didnt meant easy 4k for him. But today all Im getting is really new players and we are dying to pinhead at 5 gens?

    Or to tier 2 myers on Disturbed ward?

    ######### is going on, did they changed mmr in some way again?

    I'm actually quite decent on T2 Myers. Don't knock it - with Monitor and Rabbit, I'll ambush the hell out of people.

    That said, SBMM is still a bit wonky - and a lot of this is caused by lobby dodging and the system pooping the bed when it tries to fill the lobby ASAP without much concern over quality. Apparently BHVR are going to change this at a later, unspecified date so we'll have to see.

    As it stands, there is a 'luck of the draw' aspect to it.

  • @hillbilly_is_pog said:

    why is mmr still a thing? tens and thousands of people have quit dbd because of it, yous lost more poeple when pinhead came out then gained due to stupid mmr.

    why continue to force it upon us when all of us prefer old ranks? no one asked for this, no one wants it, no one cares for it and it’s literally hurting now then helping. A massive incline in player base should be a pretty obvious key that it shouldn’t exists and yet you continue to give us tiny little bloodpoint rewards like 1 week of 50% extra bps when in reality we should be getting more then that by default due to how gridny this game is anyway.

    Okay, firstly - how do you know how many people quit because of MMR?

    Secondly - MMR has it's issues. It's not a perfect system. It's still better than ranks were for anyone who wasn't very high MMR before the change. I've explained this before, but let me do it again:

    • Under ranks, high MMR folks would be put up against a lot of people of lower MMR. This is where those 100 win streak videos came from. It was fun for the high MMR folks, but not so much fun for the people getting stomped.
    • Now, while there is still a bit too much churn, it's not quite as nutty. High MMR games are sweaty and tend to have a more rigid meta. That's the nature of games.

    Thirdly, a lot of the 'wut' matches are almost certainly caused by lobby dodging, which the devs are going to fix.

    Finally, DbD's numbers are looking fairly healthy. There was a massive spike during the anniversary event, and this is still evening out. The decline has slowed to an almost flat number now which is still very decent.

    Ranks were way worse. As a new player under ranks, more than half my games were against people way, way more experienced than they should have been - most of which were smurfing.

    @Tsulan said:

    Why are you blaming the mmr for poor game balance? The only thing the sbmmr does, is match you with players of your "skill" level.

    People are just mad, because they can´t stomb new players anymore.

    There is a degree of this, sure. When someone says 'my games are too sweaty now', what they are (mostly) saying is 'I had easier games under ranks and I could meme on people and still win'.

    But SBMM has also exposed some of the badly balanced aspects of this game, and needs to be a lot more nuanced for survivors.

    @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749588#Comment_2749588

    But literally.... the system is bad and its impossible to argue that it's not. Any logical standpoint will not think "you kill more means you do better regardless of how you or your opponent actually played". And if the system has to work like that then why even have the system in the first place. Also they called it "skill based matchmaking"... whats so skilled about holding m1 on a gen and having someone else distract the killer for you? Was that escape really "skill based"? No cause anyone that looks at the word skill will NEVER have that come to their mind and the person(s) who actually stalled the killer and died dont go up in mmr but down. Like this game isnt suited for mmr especially with the heinous system they made that took them TWO YEARS. Like honestly out of the thousands of posts/comments ive seen from mmr you're the first one to call it "not bad". Also there is no "how the system actually works" when its been explained to us how it exactly works.

    I just did.

    'Perfect' is and always will be the enemy of 'good'.

    @ThiccMick said:

    I would love it if they made MMR visible and gave rewards for hitting certain thresholds.

    Everyone that plays this game seems to think they are top 5-10% skill wise, would love to finally see proof.

    Imagine if a game like DOTA did not have a visible rank and everyone that streamed the game claimed to be "Top MMR".

    No, this would just lead to epeen arguments and 'your opinion isn't valid because my MMR is higher by 2'. I'd be happy if I could see my own MMR, and that's as far as it should go.

    Postgame chat is already a cesspit.

  • @cordonrouge said:

    Why is it that if you're the last survivor in the game and have 0 hooks, you get instantly killed at first hook? you dont even have that 4% chance of doing something. at the end of the day, if you're the last one either your entire team died, or you were left alone by selfish players, or maybe (as i've had happen to me multiple times) i get downed to protect someone else since im at 0 hooks but they all leave anyway.

    "it's a waste of time because even if you unhook, the killer will be camping and you'll die"

    not really, as a jeff who runs breakdown, and possibly 3 other hooks gone, i could still have the chance to wiggle off. not to mention the existence of dead hard, decisive strike, unbreakable, and several other game mechanics. the game isnt over at all.

    "the killer deserves at least to be guaranteed a kill after all that"

    no, not when you arbitrarily decide to change a mechanic for no reason. an already existing one that just randomly doesnt get applied in this circumstance because of the code. honestly it left me confused many times before i realized it was like that, thinking maybe i'd already been hooked once even if it wasnt the case.

    besides you can still do this if the last other survivor was killed recently.

    once a survivor dies on hook, there's roughly a 15 second animation before the game actually considers him dead, making hatch spawn etc... in this case you can unhook yourself. so why can i do it in this circumstance but not when im alone, just because of terrible coding? (not to mention that this animation problem is an entirely different issue giving free kindred aura reading and denying hatch spawn for the last survivor etc)

    it's funny because the insta death isn't even coded to not waste time (another common argument against this), since it just makes you go from hook 1 to 2, then from 2 to death, instead of insta-dying. and also the killer doesnt get to go to lobby until after the 15 second entity animation ends.

    and you know what else? in horror media usually a bunch of people die (otherwise it wouldnt be a horror), and if anyone survives at all, it's probably the very last one alive, against terrible odds. so why, in the spirit of horror, cant we attempt a 4% chance that in 99% of games won't change anything, and in the other 1% would give an unexpected and adrenalinic experience for both killer and survivor? end game plays are always the most fun after all.

    lastly, if someone were to not attempt unhook in order to be toxic and waste time, you could fix this by:

    -*ACTUALLY* making the survivor insta-die at reaching second hook, taking overall not much longer wait time than it takes now.

    -making the hook state progress faster, while still keeping the same percentage of progress removed at failed attempt.

    -ignoring the fact that it *could* make the players "waste" a few seconds more in the game, when the real time waste is given by lobby times, getting into a match with hackers, joining a game just to be tunneled out in 2 minutes, and all of the other problematic stuff that actually makes you waste time when you play this game. besides, slugging and other accepted game mechanics waste really way more time. and you know what else? if you consider gameplay like this a waste of time you probably should find another game that you enjoy more.

    another small lore related point: the entity feeds on survivors' hope right? then why insta kill them at the end. if anything the progress could be faster as previously suggested, as the entity gets more excited while the trial is coming to an end.

    I dont know if i should've posted this under suggestions or in general discussions, but i chose the latter since it seems to be kind of an unpopular opinion. i wish BHVR would take this into consideration though, both to remove a mechanic that frustrates me and also to be more coherent since there's mechanics that are way way more situtational and clutch than this one (keys?) and are accepted with no problem.

    The reason is that, almost every time, all that happened was that the killer and survivor would need to wait the entire duration doing nothing for the last survivor to croak.

    The outside case where you freed yourself wasn't worth it - because the majority of survivors didn't bother trying. They just made the killer wait it out to be BM.

    If you are the only survivor left ingame, and you get hooked - you die. Because even if you got loose, the killer would still catch you and get you again.

  • @emodeshort said:

    She is one of my favorite killers. In my opinion her power design is almost perfect. While nurse is the killer that requires the most mechanical skill, hag is the killer that requires the most game knowledge and strategy. It's really sad to see a killer I like so much get barely be played. she's not even a bad killer, her gameplay is extremely unique, why does she have such a low pick rate?

    I really enjoy her, but I understand why other people don't.

    She's the ultimate snowball killer. If you can't apply pressure early, you are in for a bad time. Once the hooks start coming, she's a menace.

    She requires a very different process of thought.

    @glitchboi said:

    Very annoying to go against, but she doesn't need any nerfs (other than a limitation for placing traps near hooked survivors and removing traps near a hook after hooking a survivor on that hook). Her add-ons are debatable though, particularly Mint Rag and Rusty Shackles.

    Playing as her? Boring for me, but it's preference.

    Rag is a perfect iri. Especially considering how worthless her other iri is (it's one of the few literally worse than an empty slot).

    Shackles has much the same reasoning. It's powerful, but has a drawback.

    Honestly, all killer addons, especially purples and pinks, should be around this level of power. Far too many are boring, rubbish or boring rubbish.

  • @slendermansmoom said:

    I heard they will be giving us 2 mil for grade reset and im thinking ######### are they doing now everyone is going to be running around with op perks because you can get 2 1/2 bloodwebs to level 40 meaning 7 teachables god help us

    ...

    Please tell me you aren't actually serious?

  • Ooh.

    I may have to play more survivor now. 2 mil is nothing to sneeze at, and should help keep my demo fully charged on iris.

  • @TheDarkTyrant said:

    Could you guys please add in Pyramid Head's missing meat sack? I don't know why it isn't there but it'd be great if you could.

    https://www.youtube.com/watch?v=d2CE0DjDdVA&ab_channel=TimJabaut

    I'll never not be immature enough to not snicker at 'meat sack'.

  • @Pulsar said:

    It's been almost 4 years and far too many hours, but I'm sorry to say that I'm not finding any enjoyment in DBD anymore. I realized it when I started panicking when I thought about queuing up as Killer and that when I found myself dreading playing Survivor. I have two friends who still play DBD (Survivor-only) and they'll probably get me to play with them. But I think I'm done playing on my own. For my own sanity, this is sort of my goodbye post. I'm not leaving the Forums or anything, I like a lot of you too much, but I don't think I can play the game regularly anymore.

    I have....mixed feelings about the game. On the one hand, it has incredible potential. On the other, it will never ever reach that potential. The company behind the game (not saying Devs because I don't think they have any say in what actually gets worked on) has shown that they are all about monetization. This was made most clear in the NFT incident in 2021. The game has always been a revolving door of players. Until that changes (and eventually they will run out of players), there is zero incentive for the potential of this game to be realized. This can also be seen in the broken promise of 60 FPS on Xbox One and PS4. BHVR promised and it kept players playing and buying cosmetics and Chapters. That's clearly all they care about. Their absolute refusal to answer one way or the other about Console Optimization speaks volumes.

    I think my biggest issue with this game is that what's fun for one side usually makes the other side feel like #########. To illustrate my point, I'll literally copy this post

    https://www.reddit.com/r/deadbydaylight/comments/60j6se/hi_im_a_dead_by_daylight_player_and_psychologist/

    "Concept 1: Humiliation DbD's gameplay is centered on humiliating your adversary. I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games. The reward-based outcomes combined with asymmetric gameplay makes DbD uniquely painful to emotionally process both your losses AND wins. Let's look at the various aspects of gameplay:

    Killer Humiliates

    1. Frustrates a survivor's ability to contribute to their team (social humiliation)
    2. Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
    3. Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)

    Survivor Humiliates

    1. Frustrates a killer's ability to appear competitive and threatening in the game environment (social)
    2. Frustrates a killer's ability to level up and earn points (reward-denial humiliation)
    3. Humiliates the killer in post-game chat, something that while survivors aren't immune to, but have group social support resources to easily heal from (severe self-esteem humiliation)

    Concept 2: Rollercoaster of Emotional Injury If a killer wins, but doesn't win "right" (camping, some glitch, lag, etc) they are deprived of their celebration by the survivors (survivor decides whether killers can celebrate, another humiliation). If a survivor wins, but everyone doesn't survive, the sacrificed survivor is deprived of joining in the celebration (the killer can take this opportunity to humiliate them). Through all of this, both player sides undergo extreme stress.

    Killer Stress

    Killers experience states of stress throughout the game: trying to find survivors, being evaded by survivors, losing track of survivors, and protecting hooks from survivor saves. Killers, at no point, have any moment of emotional peace or sense of "safety" from these states. The emotional injury ALWAYS ramps up in post-game end chat, and at the gate, where killers are ritualistically humiliated by twerking/circling/various taunts.

    Survivor Stress

    Survivors experience states of stress, too, with waves of calm: hiding, peacefully working on gens with their peers, being in the terror radius, evading, and being on the hook. Successful evasion and successful hides are followed by positive feelings of calm, while being chased is stressful, and being caught, hooked, and killed is a very substantial, large loss. A hooked survivor has disappointed their team, lost a huge amount of point potential, and been humiliated by the killer. Watch streamer facial expressions change when they realize they cannot be rescued and are dead, after a long match. There is pain in their face."

    I've stuck with this game through thick and thin. I've watched as the 20 friends I had playing DBD dwindled to only 2. I can't keep playing a game that makes me feel worse for playing it. I don't even remember the last time I had fun playing this game. At best, it was "not horrible." I found myself talking to my remaining friends (and a party of 6 other players) about the success of DBD. Someone jokingly said they "hope it fails" and I found, rather disturbingly, that I agreed with them and so did the others. I don't know why I harbor that feeling, but it can't be good.

    In short, I can't continue to play a game that routinely makes me feel worse and I can't continue to financially support a company that throws their weight behind NFT's and demonstrates they don't care about their playerbase past their wallets.

    So, DBD, this is mostly goodbye (until my friends guilt me into playing SWF with them). It's been an interesting ride.

    Sorry to see you go mate.

    I've been in and out myself recently (CoH...ugh) and after the event starting tomorrow I'll likely take another hiatus, at least until the midpatch. Got plenty to do, and a second DnD campaign to work on now.

    That said - we'll all be back eventually. That's the nature of this game. It's like a bad relationship that you can't ever fully escape.

  • @Stealthyfeng123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744607#Comment_2744607

    I think you dont understand what i sayed ,she never has to leave the hook bc no one will be able to do gens ones she hooks someone bc dead mans switch will block everything that will force than to unhook now artist has to ways one she is gonna tunnel one by one out the game with permantly camping bc dead manswich obvis or nr 2 she just trades and trades bc i dosent make even the slightest differenz with her so long she is able to spam crows

    The most used build on her is probably after Update dead mans switch bbc noed no way out or for noed scurce hooks

    Sorry...what?

    I understood what you said last time, but I honestly cannot decipher this.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748347#Comment_2748347

    I do have to admit i have never played swf so i don't know how much difference that makes.

    That said swf or not, a insta down killer is still straight up going to deny it right? All the same downsides still apply with the only difference that you know you have a team that can back you up. Or am i missing something?

    That you need the advantage of swf before the perk becomes good tells me more that it never was that good in the first place. Is Overcome good in swf or is swf so strong that it can overcome Overcome's weakness?

    You also say you need 2 booners. So again is Overcome amazing or is it just carried by CoH?

    Like i said i have never played in swf so i don't really know just how much of a difference it makes. I'm also not sure what you mean by PTS?

    Instadown killers negate a lot of ex perks, but they are almost always very easy to loop (which is why none of them are considered high tier).

    Overcome is strong, but requires some coordination in perk selection to shine. It's a great choice for solos too, but is somewhat less useful there - not because it's weak - but because other ex perks (Dead Hard is the biggie) are too powerful and thus are chosen by nearly everyone at high MMR.

    This is true of many other perks, and is why people say that the survivor meta is stale. It's always Dead Hard, and a handful of other 'SSS tier' perks. This does not mean that those other perks aren't also powerful.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748313#Comment_2748313

    Not really

    Lithe and balanced landing also compete with dead hard and i see those waaay more often then overcome.

    The problem is that people estimate overcome to always be at the best case scenario.

    If the killer leaves them there will always be a CoH totem or they will always have a medkit and they will always be able to heal before being found again and if the killer chases trough it will always save enough time to do 3 gens atleast.

    In practise it just doesn't all fall into place as nicely. Face a one shot killer? Your perk is dead, any kind of exposed? Dead perk. Totem got snuffed midheal? Better pray your not found or you once again have a dead perk. Medkit slapped out of your hand with franklins? Better hope you find another way to heal or be able to retrieve or once again, dead perk. Tunneled of hook? Any other exhaustion perk could have helped. Overcome doesn't.

    Facing a Legion, Wraith, Nurse or Blight? That extra distance is not going to matter as much. As they'll zoom right after you

    See what i mean. At it's strongest it's indeed pretty good. And Devour Hope is S-tier at it's strongest. That best case scenario just doesn't always happen.

    Remove dead hard and Overcome still won't be used. It simply has to many downsides to make up for the slight upside against other exhaustion perks.

    Yes, you're seeing those due to the double blind effect of solo. Overcome is a brilliant perk for SWFs, as it basically allows 3 extra slots for something nasty like PTS. To shine though, you need 1-2 booners and nobody else to run ex perks.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748304#Comment_2748304

    I think process is easier for survivors, you can play normally and just make to sure to die to egc, or killer, or escape by hatch.

    Noone knows how many games you need to actually get that low tho... So it might take longer.

    Thing is now, you can play and do whatever you want during that game, it was kinda hard to get your rank under 9 unless you killed yourself super early, or were afk.

    You just DC'd. Once the penalty got hairy, you started suiciding.

    You can definitely still do it under SBMM, but yes - as you can't see your MMR and as MMR (by the example numbers given by the devs) will take a lot more matches to manipulate.

  • @Komi said:

    It isn't nearly as used as anticipated, and essentially does the same as using sprint burst and taking damage afterwards. In matches where its used, I do notice it but it just feels like seeing any other exhaustion perk used, stop and decide if I should chase or not, and even worse is they're injured.

    So am I crazy or is this just a mid tier exhaustion perk at best? And to anyone using it, what do you see in it?

    No.

    Overcome is cray-cray.

    The major issue, as @Pulsar pointed out, is that it competes with Dead Hard (and to a lesser extent Sprint Burst). If Dead Hard was nerfed, you'd see it a ton more.

    It's basically a strong exhaustion perk for the entire team, for the price of one slot.

    It's also a perk that you won't see as much as there's no way for solos to coordinate perks, and if you bring Overcome and everyone else brings DH or SB, you're causing a problem.

  • @indieeden7 said:

    I had a match against a streamer last night and after the match all he did was complain about me and my build (he didn't hit me once so not a single one of my perks got used btw).

    He did also complain about my teammates boons as well (which I understand as CoH isn't exactly the most balanced perk in the game). However he really only had a bone to pick with me despite me only running Iron Will, Soul Guard, Exponential, and Unbreakable. I just wanted to know whether or not this person was just an outlier or if people genuinely do think that Exponential is OP

    Bonus: this streamer also said that all I did was hide all match and leave my teammates to die when I literally got 8k more points than any of my teammates.

    https://us.v-cdn.net/6030815/uploads/HIW865OYR2DF/20211208-135128.jpg

    Exponential? It depends on what you are doing with it.

    Standard gameplay? No issue.

    Sticking a massive boon in a cheapo area where it covers the map and is basically impossible to get rid of (RPD library for example) - that's being a cheeselord, and you'll annoy people.

    Using it in a SWF to basically hold a match hostage, combined with sabos and other stuff? Don't do that.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748278#Comment_2748278

     It was so simple to do (you could shed ranks in about 5 games if you did it right) 

    How so?

    Wouldn't it be only 5 pips?

    Yes, that's what I mean. You could shed a full rank in 5 games, and once you hit your desired rank it was easy to remain there. I'm not going to name names, but if you just google 'fog whisperer smurfing' you'll find a ton of threads on it.

    Now, it's a lot more time consuming if you want to do that.

  • @BenZ0 said:

    Considering the survivors also play at a very high level and know how to counter your power.

    I would say its Blight or Oni.

    Blight because survivors will abuse most tiles and obstacles to counter your rushes and get angles on you that make it hard to get hits for you. Ofc it depends on the map aswell but even Mac Millain can be tought against a good squad. You need a lot of muscle memory to get good angles and know when you want to rush and when not, also knowing when to cancel your rushes or using techs aswell.

    Oni is also pretty hard on high level because in these days every team plays with circle of healing OR strong healing builds. With this in mind you have very few blood to work around and its easy to get thrown back to M1 oni like in the early game, you need a good understanding of when, how and how long you wanna stay in the blood fury to manage your blood overall. Also good survivors will make it hard for you to get demon dash hits on most tiles, they can make you waste a lot of blood fury time which again is very tough. As soon as you run out of blood or injured survivors then its basicly game over for you.

    In the other hand I would say Hag and Freddy are the easiest Killers. Freddy is pretty obvious, you spam snaires around a loop, zone them and try to blood lust or just mindgame there then. Mostly survivors will just leave the loop and the cycle repeats. On Hag in the other hand you do need to know some planing and strategy, where you want to place your traps, how many at which area of the map. Which area or corner of the map you wanna stick to etc.

    However this all doesnt require too much time to get into also once you got into that mind set of a Hag it doesnt take much after that. Hag is also basicly a M1 killer that just places traps, there is no much mechanical skill or muscle memory required that you need to build up slowly.

    These are my takes, let me know what you think.

    It really does depend on what you mean by 'play'.

    I'll take that as meaning 'do well on'. Like...3-4k regularly at high MMR.

    I'm going to be a bit contrarian here (yeah, big surprise) and say Billy, with Huntress in second place and Nurse in third.

    Blight does indeed have some tricky techs, but they aren't 100% required. I'm now seeing 2-3x more Blights than any other killer, and Nurse seems to have fallen behind Huntress now. Nurse can be very tricky, especially since people at high MMR know how to play against her inside and out.

    Oni is a good choice too.

    Freddy is easy to play but not at all easy to do well on. His kit is too simple, and there aren't really any fancy things you can do. Hit people, set traps, teleport to gens. That's sort of his problem.

    Hag...I'd disagree strongly. If you are chasing people to BL levels constantly, you are Hagging wrong. Hag is about placing traps in precisely the right place at the right time so that they trigger in the right direction. Canny survivors will spot your traps and try to detonate them safely. Being 110%, even at intermediate-high MMR is crippling. CoH is also really bad news for her, as she typically plays an attrition game.

    She's one of the rarest killers, and there's a reason for that.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747652#Comment_2747652

    This one of the things MMR got worse than ranks. It's just easier to lose MMR and basically go seal clubbing.

    Funny is that as a killer to lose MMR you would have to actually let multiple survivors repair gens and leave, but you can just bully a killer whole game, finish all gens and then just die to egc to lose MMR as a survivor.

    It was way harder to stay in low ranks with old system.

    I'm not sure.

    Smurfing under ranks was way, way easier. It was so simple to do (you could shed ranks in about 5 games if you did it right) that even fog whisperers admitted to doing it.

    That doesn't mean it's not still a problem though.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747638#Comment_2747638

    And post buff Dead Hard is much stronger than old Dead Hard :).

    Isn't that getting fixed this patch?

    Because outside of false positive ramifications, Dead Hard did not get buffed. Literally everything it can do after validation, it could do before it.

    It just no longer gets cancelled out by killer lag.

    Survivor A runs to pallet. I charge my tentacle strike. Survivor A drops the pallet and Dead Hards at precisely the right time. I fail to hit them, and fail to break the pallet - Dead Hard 'eats' my power. This can happen on several killers, and won't be fixed by simply removing the visual notification, because it's caused by validation.

    @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748216#Comment_2748216

    So self care 100% needs a nerf. Hopefully it can encourage the no heal meta even more... The buff killers truly need!

    No, these stats are basically a picture of all perks throughout DbD's history.

    If you looked at it over the past year, say, Dead Hard would be at the top by a mile. You will literally see it on 3/4 survivors minimum at intermediate MMR and up.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747638#Comment_2747638

    Omg congrats it's Willow literally saying that using what little stats we have is meaningless because we don't know the full picture!

    I...haven't seen that movie in over 30 years.

    I mean that looking at perk popularity overall through DbDs history is indeed not a good reflection of the modern meta.

  • @WishIcouldmain said:

    It just fuels me. Anyone else?

    No.

    I...understand people being upset in postgame, especially if things didn't go well for them (this game feels like a machine designed to produce frustration at times) but people are just so outright nasty so often that it's just worn me down over time. I'll probably end up just disabling postgame chat again, which is a shame - I've also had some rather wholesome exchanges on there.

  • It's an...interesting idea, IF BHVR implements some sort of limits on lobby dodging. Otherwise it would be incredibly easy to spot new players, and anyone in their lobbies would just dodge. People would also dodge anyone not playing the most meta of meta loadouts, in the hopes of being carried.

  • @Pizzasauce said:

    Tomorrow ranks reset and I've just reached red rank for the first time since I started playing in October. Well, my first three matches have been against flashlight toting t-bagging click-clicky gen-popping loop to death bully squads.

    So is this what red rank, which has NOTHING TO DO WITH MMR, and is essentially MEANINGLESS is like, or am I just having an unlucky few rounds?

    The latter.

    BHVR are tweaking MMR soon which will hopefully help somewhat. I also see at least one game a day against what's obviously a 3-4man SWF afk/suiciding, obviously smurfing their MMRs down to prey on less skilled killers.

  • @Miles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725580#Comment_2725580

    I uh, dude, im sorry, but if you haveva serious hearing impairnent and you are trying to play a game that relies on audio for the most part, you might have to think about yourself for a minute.

    Im pretty sure every single game tells you in the safety measures before the game even lets you in that it contains flashing lights and so.

    Shrug. I'm partially deaf in one ear, so play mono and you learn to work around it (I think survivors assume the killer is deaf in one ear two, from the way I move sometimes).

    The long and short of this is:

    • It's a great thing if a developer can make a game more accommodating towards players with disabilities. I know that I'd love flashlights to be changed due to my own photosensitivity problems (any sort of rapid strobing can mess me up).
    • However, there is also a line where it starts to get silly. Resident Evil removing giant spider monsters (a series staple) due to 'not wanting to scare arachnophobes...in a horror game' or a bunch of games and companies changing designs due to an very obscure and rare phobia involving tiny holes - to me, that's absurd.

    I'm glad that colorblind folks and people with motor issues (I know I'm getting arthritisy these days) are getting some help in DbD - but in these things, 'perfect' will always be the enemy of 'good'.


  • @eric_alrasid17 said:

    Title.

    Because, like it or not, survivors and killers are not balanced in the same way, or along the same standards. You'll...learn to live with it.

    Yes. Dead Hard needs a nerf. The devs know it, the players know it. But if it was going to be nerfed, it would have been nerfed already.

    Uh...take a look at the years during which that data was gathered. Those stats are meaningless aside from 'hey, that's interesting'.

    @SkeletalElite said:

    I think you'll find it's not that controversial of an opinion these days that reworked ruin is stronger than old ruin

    And post buff Dead Hard is much stronger than old Dead Hard :).

  • @Szambon said:

    So basicaly this is short. I was playing as the trapper just after rank reset. And i got a 4k and didin't get the adept. Can someone tell me how does it work on killer side now? Thanks for future comments

    A few things that'll lower your 'ratings':

    • Camping or spending too much time near a hooked person. Sometimes survivors will try to run you around the hook for this reason.
    • Killing people too quickly, or someone DCing.
    • Not hitting people enough.
    • Not kicking enough gens or breaking enough stuff.
    • Not chasing for very long (this is really, really dumb on some killers).
    • Not getting enough hooks (someone suiciding, DCing or just not being saved = you lose rating).

    Getting Merciless is honestly about luck as much as it is about skill. It's taken me over a dozen tries to get it on some killers, because people will realize that you are doing an adept from your perks, and will deliberately try to sabotage it by DCing.

  • @Dionysus42 said:

    Remove Boons and Dead Hard General Discussion

    In the considered opinion of various people such as Charlemagne and Ivan the Terrible, boons and Dead Hard should be removed from the hit videogame Dead By Daylight effective immediately. Please discuss.

    I don't think they need to be removed.

    Dead Hard either needs to lose the iframes or lose the distance. It was the most meta of meta perks before the defacto buff.

    Boons...ugh. Snuffing them needs to break the totem, and CoH shouldn't stack with anything.

  • @Marc_123 said:

    Unpopular i know, but i miss Hawkins :-(

    I think we all do. It was a pretty great map - cool visuals, cool design, a bit killer sided on certain matchups but hey, it was one of three.

    The map is a loss, but I'm really sorry for new people coming in and not being able to buy Demo. He's such a fun, different killer.

  • @IsMmrReal said:

    I have started doing this in reverse order. So instead of starting with Trapper I started with The Artist. So far I have won (3/4K with no one leaving through the gates) with Artist, Pin Head, Nemesis, Trickster, Blight, Pyramid Head, Oni, and Demogorgon.

    I have Drawn (2k) with Twins and Deathslinger.

    I have not lost (3/4 Escape through the gates.) yet. I am up to Ghostface and will be continuing this challenge.

    I get Otz is trying to show the game is not survivor sided and that it is just a matter of perks and addons. But I have found playing to just outright kill the survivors without relying on perks and addon and trying to get value from them I have played most efficiently than ever.

    Let me know if those of you who have been doing this challenge have had a similar experience. I am curious as I was watching someone on stream last night and they weren't doing to great, but they were also assuming because they were perkless that they were going to lose anyway.

    Do you have videos?

    That's the really interesting thing to me. Exactly how someone is playing and how their opponents are playing.

    I know that at what's likely an 'intermediate' MMR, I get the whole gamut. Teams that want to play as chill as I do, and complete sweatlords that, if I'm not running something very meta and got a bad map, I probably lost the match before it started.

  • @ThiccMick said:

    Killer Perks: 

    Nerfs:

    Tinkerer: Tinkerer can only proc once per generator. 

    Bamboozle: Bamboozle can only active once every 30 seconds. 

    Hex: No One Escapes Death: The first healthy survivor you hit after the last generator is finished will now go into the dying state. After you hook this survivor, all other survivors will receive a -25% penalty to gate opening speed.

     Buffs: 

    Jolt: Jolt will now activate with Special Attacks.

    Knock Out: Knock Out will now active with Special Attacks.

    Nemesis: Once the obsession is changed in a trial, the new obsession will receive a -5% penalty to Healing and Gate Opening speeds. 

    Hex: The Third Seal: Survivors effected by Hex: The Third Seal will now suffer with the Exhaustion status effect. 

    Hysteria: Whenever a healthy survivor is injured, ALL survivors will suffer from the oblivious status effect for 30 seconds. 

    Survivor Perks:

    Nerfs: 

    Boon: Circle Of Healing: Circle Of Healing no longer gives a speed boost to Medkit healing. 

    Dead Hard: Dead Hard no longer provides I-Frames. 

    Iron Will: Grunts of pain are now lowered by 75%. 

    Spine Chill: Spine Chill will no longer activate if the killer is Undetectable. 

    Decisive Strike: If another survivor is downed and hooked, Decisive Strike deactivates. 

    Buffs:

    No Mither: The survivor now starts the trial healthy, once put into the injured state, they will stay broken for the remainder of the trial. 

    Up The Ante: Every time a survivor is hooked for the first time, you gain 25% of charges back on your current item. This is 25% of base item charges and does not take charge addons into consideration.

    Lightweight: While you are in the killers terror radius your footstep sounds are silent. 

    Solidarity: Solidarity now has a conversion rate of 75%.

    Self-Care: Players that choose to run Self-Care will automatically have their game uninstalled. This will take effect regardless of platform.

    Addons: 

    Alchemist Ring: After landing a successful hit with a lethal rush, token regeneration rate is increased by 100%. 

    Redhead's Pinky Finger: While holding a charged bottle, movement speed is decreased by 50%. 

    Mother-Daughter Ring: Survivors hit immediately after phasing are inflicted with the Hindered and Broken status effect for 30 seconds. (Speed buff removed).

    Tombstone Piece: If a survivor is killed while in Evil Within 3, the Shape is put back into Tier-1 for the remainder of the trial. 

    Items:

    Med kits: All med kits will now have 16 charges (Enough for one full heal). The higher rarity the med kit, the quicker it will heal you/others. 

    Maps: Maps will no longer be able to detect Trappers Traps. 

    Killers:

    Michael Myers: 

    • Myers now receives a stalking speed bonus, the further away the survivor is. 
    • Myers now breaks pallets 20% faster while in Tier-3. 
    • Myers now has a normal lunge distance while in Tier-1. 

    Ghostface:

    • Ghostface's movement speed while crouched is now 110%.

    Deathslinger: 

    • Deathslinger now moves at 115%.

    The Pig:

    • The key for the reverse bear-trap now has a 10% chance of being in the first searched box. 
    • The Pig now moves at 110% while crouched. 

    The Clown: 

    • Removed the noise the clown makes while vaulting. 

    The Twins: 

    • If Victor is not removed from a mounted survivor after 30 seconds, the mounted survivor will enter the dying state. 

    The Hag:

    • The Hag can no longer place traps within 5 meters of a hooked survivor. 

    The Trickster:

    • Removed The Tricksters lullaby.

    General Mechanics:

    Spawns: Survivors will now always spawn together. 

    Exhaustion: Survivors effected by the Exhaustion status effect now receive a -25% penalty to the Healing and Repairing action. (This does not work if the killer has inflicted the Exhausted status effect on the survivor with either addons or perks)

    Boon Totems: Once a killer has snuffed a Boon Totem, the perk goes onto a cooldown of 60 seconds. Another Boon cannot be activated by this survivor while the perk is on cooldown.

    Perk Tiers: Perk Tiers have now been removed.  

    Bloodweb Reroll: Once a new bloodweb is generated, you can pay 5000 blood points to reroll a new random bloodweb. 

    The Rift Challenges: Players can now select and have active, 1 killer and 1 survivor challenge at the same time.

    Healing: Healing speeds across the board have been capped at 8 seconds. No matter what buffs are currently applied to the player, the player will always take a minimum of 8 seconds to complete a full self-heal. Healing other players will has not been capped. 

    Lockers: Flashlight saves are no longer possible from lockers. 

    Basement: The basement now has 2 entrances. 

    Basement Hooks: All basement Hooks are now considered Scourge Hooks.  

    Skill Rating: A players MMR is now visible. Players can choose to hide their MMR to other players via the options menu. 

    Skill Rating Adjustment: The amount of time a player is chased in a trial will now have an effect on MMR Loss/Gain. The amount of time a player spends Idling (Not within the killers terror radius, repairing generators, healing, Cleansing/Blessing Totems or Saving other survivors from hooks will also effect MMR Loss/Gain. 

    Rank Rewards: Survivors will now earn cosmetic rewards for hitting certain MMR thresholds. 

    Weekly Challenges: A pool of 5 weekly challenges will be available at the begging of the week. Players can choose 1 of these challenges. These challenges will reward both bloodpoints and Iri Shards on completion. 

    Maps: 

    Maps will now have 5 fairly balanced variations/seeds.

    These seeds can be tailored to create a fairer experience for both sides by eliminating unfair spawns of strong tiles linked together and also better spacing of tiles to eliminate dead-zones. 

    New and existing maps will not surpass a certain size. This is to encourage more interaction between both sides. 

    If you disagree with anything I have suggested, please let me know why.

    If you have any other suggestions, please comment below and I will add them to the original post If I like the idea.

    This is interesting. Assume that anything I don't mention I agree with (about half are really, really good suggestions).

    • Tinkerer: I'm not sure if this actually needs a nerf. It's strong, but it has counterplay. The major issue is Blight. Let's nerf his nutty addons slightly and see where we land.
    • Bamboozle: Absolutely does not need a nerf. It's essential to handle some loops as some killers on some maps, and this would make playing Bubba and Billy a misery.
    • NOED: Eh...honestly I'd rather just redesign the perk completely. Something like 'as soon as the endgame collapse begins, all survivors gain the Hindered status for 10 seconds and their auras become visible for 10 seconds. Any survivor who remains in the exit zone for more than 3 seconds becomes Exposed'. Make it not a hex.
    • Nemesis: This is still really weak. I'd say something like 'the obsession's aura becomes visible to you for 3 seconds whenever they perform a rushed action' in addition.
    • COH: It may need more nerfs, but this is a fine start. It shouldn't stack with perks either.
    • DS: I think this would be too much of a nerf. I'd just have it deactivate if you enter a locker, to allow for counterplay.
    • No Mither: This would still suck. I'd rather give No Mither something like an extra life, say - you can survive 3 hook states before sacrifice.
    • Up The Ante: This may be overpowered, and it would allow a team to genrush like you've never seen before.
    • Basement having Scourge Hooks sounds nice, but in reality it would probably be overpowered.
    • Pinky Finger: The 5.5 nerf seems fair. Let's see how that plays out.
    • Tombstone Piece: No. This still retains the really frustrating 'I got hit once and now I'm out of the match' issue while also making it unfun for the killer. I'd rather have it be something like 'Downing a survivor while in Tier 2 will refresh their 'stalk' meter to full'.
    • Deathslinger: This would probably make him too strong, honestly. I'd rather keep his 'slower' theme, and just put his TR back to a sensible value. Sniping was really fun, and the quickscoping nerf is more than enough.
    • Pig: The core issue with Ambush is that it makes a distinctive noise and is too slow and predictable, making it super easy to spin or juke. I'd also give the Ambush strike a bigger hitbox, to make landing it a little bit simpler.
    • Boon Totems: I'd rather just have snuffing the bloody things break that totem.
    • Skill Rating: I'd be happy just letting us see our own ratings.
    • Why can't killers also earn cosmetic rewards?

    Otherwise, great job.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744649#Comment_2744649

    Nowadays, I can barely tell. Back in my day, young Lost Star, things were different. Trash talk was the norm and both sides enjoyed it. Nowadays, the people who "trash talk" are more like walking condom advertisements. I miss the good natured fun that used to be present before the era of "dogwater." Oh, how I long for the creative insults that made me want to perform better. You have made me nostalgic... And depressed. Things will never be the same, we just need to get used to this new age of "trash talk" where you just roll your eyes and wonder what sort of mental trauma they have gone through to be acting the way they are. Le sigh.

    Yeah, 'back in the day' was a different time.

    I got into gaming in my late teens, and that was usually in the arcade.

    In terms of online gaming, it was Starcraft and Unreal Tournament. The latter definitely had a...lively community, but as everything was lobby based, if you made a name for yourself as a butt, you'd have huge trouble finding games. Plus, communities were usually smaller, so people kind of knew each other - who was okay with a bit of back and forth, who really didn't enjoy it and who sometimes took it too far.

    Now, thanks to automated matchmaking, there is no accountability, which is where moderation has to step in.

  • @TheSubstitute said:

    I have to admit I find BHVR's attitude about toxicity to be confusing. On the one hand, I do believe, regardless of opinions about the end result, that DbD's devs care about their game, do their best with a complicated situation, and want to see their game thrive.

    However, and regardless of whether someone feels people should just ignore it or not, there is a substantial minority of players that are cesspools of toxicity. This obviously bothers people as seen by the very frequent threads on the issue including toxicity towards people doing nice things for their opponents and people learning new killers and BHVR thinks this toxicity is completely fine.

    I can't get anyone else to stay with DbD as this toxicity drives new players away. It does hurt player retention because who wants to try a new game, get tbagged at the exit gates and then told they're trash after? I, ironically enough, have been playing Civ 6 more and more recently so I don't have to deal with toxicity.

    Whether BHVR recognizes it or not it's harmful to their game and business and even if they put out a statement saying they encourage good sportsmanship it could help and would cost almost nothing. While it wouldn't stop it it could help discourage it. As an example, League of Legends managed to turn around their toxicity and the community in Planetside 2 is welcoming to new players due to the company's stance instead of hostile to new players like DbD is.

    Honestly, this makes no sense to me at all and even just making a statement would help. I guess I'm mainly just venting since I can't get new players to stay and I don't see anything from BHVR that could help this situation.

    It's an odd one.

    BHVR seem to have set up a certain...dissonance between their positions, which are, to my mind, mutually contradictory.

    On one hand, they push themselves as a hard progressive safe space for all players regardless of identity criteria, to the extent where I think they honestly go too far at times.

    But on the other hand, they've confirmed on several occasions that they consider 'smack talk' in postgame, up to basically anything short of credible threats and hatespeech to not only be acceptable, but an integral part of multiplayer gaming.

    Toxic Mandy.JPG

    I think that this position is more than a decade outdated.

    Other games dealt with this once they reached a certain level of popularity (LoL), or devolved into complete cesspits and remained niche (Smite, for example).

    It's a tricky balance to find - but I think most reasonable people can discern between good natured ribbing and being a butt turkey.

  • @Stealthyfeng123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741981#Comment_2741981

    I mean with the coming dead man swich buff she will be the best killer just bei standin infront of the hook ans spaming crows until noed and no way out is ready

    Sigh, really hoped this thread wouldn't devolve into balance complaints...but okay.

    Keep in mind that I'm not trying to be harsh, but I'm not sure if you play Artist all that much. I know I barely see her when I play survivor but I play a fair amount of her, and she's decent - but not for the reasons you describe.

    • An Artist with 2 perks dedicated to hard endgame is going to kill at max one of you in that period, if she hard camps with NOED and you don't get rid of it. If you already have someone dead by the endgame, she'd probably have beaten you sooner if those two slots were something else.
    • NOED is very mediocre on Artist.
    • Artist is one of the worst campers in the game. She can't use her power within a significant radius from the hook, so you should be able to easily manufacture an escape.
    • Let go of the gen before she hooks. You should be doing that anyway, as a lot of Artists run Pain Resonance, which will have a strong synergy with DMS.
    • Do birds even interrupt at range? I'm honestly not sure, I never noticed the long distance mini-pops that would result.
    • DMS is going to be great on her though, I won't lie - but that's okay. A lot of gimmick perks have that one killer they're great on - Starstruck on Doctor, STBFL on Demo and Pig, IAE/Retribution on Nurse, Surge on Myers etc.
  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743516#Comment_2743516

    Thats... odd. Especially considering everything around the removal of Bubbas faces.

    Toxic Mandy.JPG

    From the horse's mouth.

    And yes, the dissonance between 'we are dedicated to being progressive and fostering a safe, inclusive environment for all players' and 'being absolutely awful to other people on the internet is an integral part of multiplayer gaming' is...quite something.

  • @MikaelaWantsYourBoon said:

    You can not balance game if you have 2 different groups. SWF has much advantages than Solo-q. And this created all DbD problems:

    • You can not buff killers because Solo-q will be worse.
    • You can not nerf SWF because you can not punish people who wanna play with their friends.

    So best you can do, buff solo survivors and buff killers. Balance game around this. Even after this, game will not balance perfectly but it will be most healthy version for sure. This is good step to balance game, i hope there is more buffs for solo-q and ofcourse for killers.

    Buff solo-q, buff all killers in general, buff weak killers, rework Nurse and remove Trickster. And DbD is great game.

    On one hand, I'm glad that we are finally singing from the same hymn book.

    On the other hand, with the absolutely bizarre balance decisions in 5.5, I'm a bit leery of whether killers will actually get a buff as a result of this.

  • @bm33 said:

    For those not on social media DBD announced Bloodrush for 1.5x BP from January 14 - 21.

    https://twitter.com/DeadByBHVR/status/1480932570439299085?t=FrwK6-zBNaJaq7tAe_h0YA&s=19

    I hope this is a sign of more frequent hunts.

    Thanks though, it is appreciated. The grind is real...

  • Team 1 is my absolute worst case scenario, because what they generally do is 99% the final gen and then meme for 30 minutes because on some maps, two sabos can create a completely unhookable zone (on a handful of maps, one is enough), allowing you to take the match hostage unless the killer gets very lucky or has an instadown.

  • @ReviloDBD said:

    @StarLost was my first favorite, didn't even know I could have favorites until I realized I enjoy reading all of their posts.

    @Pulsar is probably second, I notice myself upvoting almost everything they write.

    Hah, thanks! I didn't realize that people enjoyed my posts this much. I try to mix feedback and anecdotes with a bit of humor, but I do tend to get drawn into political arguments at times and that's generally a bad idea anywhere on the internet if you tend to disagree with the current zeitgeist.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743935#Comment_2743935

    Because people like saying:

    -rep trash tunneler

    when they get beaten.

    For me it was an incident early 2020 when I'd basically just started.

    Killers had no matchmaking protections, so I got sent up against a TTVer and his 3 mates. I was on Bubba, and I camped the hell out of him (didn't understand that this violated the 'etiquette' of the game), ended up with a mostly accidental 4k and he sent all his followers to take a piss on my Steam wall.

    His Twitch got banned, so that's a pyric victory - but since then, my profile is private.

  • @Tr1nity said:

    https://us.v-cdn.net/6030815/uploads/2OIVD35J6AJN/image.png

    Here is my opinion on how good each killer is.

    How about you?

    Link (Click Me)

    Explanation:

    the Nurse:

    I don't think I need to explain why Nurse is the best killer, she plays her own game, and god damn she doesn't let the survivors play with her

    the blight:

    Paired with Ruin + Undying + Tinkerer, you can throw your brain in the garbage and still win the war of attrition

    the spirit

    She's a strong killer, really fun, and when played right all the directional audio does is let the survivors know how [BAD WORD] they are

    the executioner

    Kinda like a budget nurse in that he can hit through walls, really fun as well. IMO Spirit is a bit better but Pyramid Head will always hold a special place in my heart

    the hag

    Really a strong killer, an unorganized SWF, or Solo-Queue can get obliterated by her. She can deorganize teams well, and then capitalizes off on that

    the artist

    Close to PH, has infinite map-wide radius, Map pressure that makes blight weep, and with DMS might enter S tiers.

    the huntress

    This one all depends on how good you are. If you can't play huntress well, she sucks, if you play her very well, she's great. She really reflects the killer's skill.

    the cenobite

    Funny anti-loop, Chain hunt is oppressive to survivor objective

    the oni

    More mobile Billy, 'nuff said

    the cannibal

    Easier Billy, 'nuff said

    the plague

    Strong gameplay, strong counterplay. Very interactive with the killers power.

    the wraith

    Again - a killer that reflects its pilots skill

    the ghostface

    Would be worse, but revealing him is impossible. A killer that relies just enough on the negligence of survivors

    The twins

    The Divide-and-conquer they can do is astounding. Desperately need QOL buffs.

    the hillbilly

    He has strong power, but everything he can do, someone else can do better.

    the demogorgon

    ERROR 404: KILLER NOT FOUND

    the doctor

    If his power actually stopped survivors from vaulting immediately he would be really strong, but right now it feels like a gimmick.

    the nemesis

    He's designed for low MMR. I'm not at low MMR (I think) so he is really bad.

    the shape

    Average stealth killer, underwhelming and his power has a limit, needs a QOL buff.

    the clown

    Actually really underrated has a really oppressive chase,

    the trickster

    Just play huntress, his power feels like a BP add on for huntress.

    the trapper

    Completely relies on the survs not knowing your trapper, once they do, your kinda done.

    the deathslinger

    Feels god-awful to play, survivor counter-play is insanely easy, only reason he isn't F is because theres no one to replace him.

    the pig

    Her power? Useless. Her Stealth? Useless.

    The only good side is that for some reason everyone assumes your a pacifist when they see you

    the legion

    His power is to hit people. Why?

    the nightmare

    The worst killer in the game. His power relies on people sleeping, in which they might fall victim to your obvious puddles, dream projection isnt very damning, only play him for Blood Warden plays.

    Briefly:

    • Nurse is 'SS' tier in theory only. In reality, she's astonishingly dependent on addons and for every great nurse I see, I see 3 get beaten like a red-headed mule. I'd put her at 'S'.
    • Blight is definitely 'SS' tier, but a big part of that comes from a particular addon combo.
    • Spirit is 'A' tier for sure. CoH hurts her as it does all attrition based killers. She's still strong though.
    • PH, I'd move down to 'B'. His addons are dog poop and while his power is interesting, it's really easy to juke.
    • Hag, I'd say 'A' tier is correct. If you have the knack for her, she can rip teams apart and apply so much pressure that even CoH won't save you. She does rely on getting a good start though (she's one of the most snowbally killers).
    • Artist is a tricky one. I'd probably put her somewhere between 'A' and 'B'. She's incredibly map dependent and multiple flashlights mean you don't have a power.
    • Huntress, I'd move to 'S'. A good Huntress, outside of a few maps, can be nearly unbeatable.
    • Cenobite, I'd move to low 'B'. His addon nerfs were insane, some are now Freddy tier. Incredibly map dependent, and there's a 'tech' that allows you to solve the box without allowing him to teleport.
    • Oni, I'd put at 'A'. If you have the skill, he's very powerful. Another snowball monster.
    • Cannibal, I'd put at B, possibly high C. Unless he's camping, vaults basically break him and there's a million ways to get him to end his sweeps.
    • Plague, I'd honestly put at the top of A, if not S. She's incredibly powerful and consistent.
    • Wraith, I'd stick in low C, if not D. On top of his nerfs, a single CoH basically hard counters him. Watching high MMR Wraith gameplay is legitimately depressing. Why is lightburn still a thing?
    • Ghostface, I'd put at mid 'C'. The simple fact that basically everyone above a certain MMR uses stretched res and stretched res basically means he doesn't have a power is crippling.
    • Twins, yep. They aren't bad, they are just clunky.
    • Billy, see Twins.
    • Demo, I'd move to mid 'B'. They are well rounded, well balanced and have excellent addons. One of my favorite killers, bar none.
    • I'd move Doctor up a tier. He's a bit addon reliant, but can do astonishingly well on most maps if you build him for instadowns. Starstruck is lethal on him.
    • I'd move Nemesis up a tier. If you get good at 'dragging' his tentacle, he's viable at high MMR.
    • Myers, yep. Some utterly busted addons that need a fix, but his basekit needs some love. 'Stalk juice' should not be a finite resource.
    • I'd move Clown down a tier. He's predictable and very easy to counter, and his strongest addon is getting a big nerf in 5.5.
    • Trickster and Trapper, agree. I'd move Trapper down a tier, he's awful to play on about half the maps in the game.
    • Slinger, agree.
    • The Pig is held back by her addons, which go from 'this should be basekit' to 'people DC immediately'. They also encourage a very mean, unfun playstyle.
    • Legion, yup. He was outdated a year ago.
    • Nightmare I'd move up a tier. He's boring and limited, and his addons are 'dog poop' tier, but he's not that terrible.
  • @Dino7281 said:

    I have few simple rules and one of them is: If you made me laugh, you will escape.

    So most popular are probably:

    -Boop The Snoot

    -Item donate (you are so dead if you try to pick it up)

    I personally like snitches in end-game. Definelty better than when everyone goes hide for 20 minutes. Snitches get hatches.

    Roleplayers are sometimes amazing too. I have seen:

    -vendors on Gas Heaven

    -students / teacher on Midwich Elementary School

    -bartenders on Dead Dawg Saloon

    -I have watched (tried to fix it) TV with survivors on The Game / Léry's Memorial Institute

    What I often do:

    -playing White mask Jeff and just "stalking" other survivors and a killer.

    -I never struggle (speared) against Deathslinger, just move with my head from side to side instead. It's actually annoying for him when he has STBFL and I am obsession :D

    Anything else you find funny or like to do?

    • Letting the last survivor go, sometimes two if they've been especially fun or stuck out a DC/rough game without giving up.
    • Jumpscaring people. This is my #1 objective in DbD, and almost all of my favorite killers are built around it. It's also quite funny to do to the killer as a survivor (drop down on top of him!).
    • Landing long distance 'bird snipes' on Artist.

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