StarLost
StarLost
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@tester said:
0.2 seconds? How come so generous? That's game changing. Gotta nerf it ASAP!
https://us.v-cdn.net/6030815/uploads/ZDBVYIYC07LE/really.jpg
Yeah there's a few of these. Demo has a green that gives him 0.5 extra Undetectable, which is laughable.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2704305#Comment_2704305
Went through their available VoDs, which are for the last two or so months' worth of streams. I expected to only see a limited amount of Wraith games because he's obviously just one killer out of 26, but with Otz it was surprising just how little variety he seems to play - survivor, Trapper, Plague and Pinhead matches (and then Artist once she released) combined for like 70-80% of his gameplay in this time.
Anyway, here are his Wraith games (you can use the video bars to quickly find them):
https://www.twitch.tv/videos/1206402019
3k (let last person go)
https://www.twitch.tv/videos/1218410510
2k 8 stages
https://www.twitch.tv/videos/1225947677
3k (let last person go)
https://www.twitch.tv/videos/1230565353?t=2h44m4s (bar preview doesn't work on some VoDs for some reason, so I marked the time here)
4k
Tofu often plays Huntress and then started almost exclusively practicing Blight for a while, but he did play Wraith more often too:
https://www.twitch.tv/videos/1236581683
2k 8 stages
https://www.twitch.tv/videos/1228290970
4k
4k
3k (let last person go)
https://www.twitch.tv/videos/1219837317
2k 10 stages
https://www.twitch.tv/videos/1218929141
4k
https://www.twitch.tv/videos/121528278
4k
https://www.twitch.tv/videos/1196292178
1k 7 stages
4k
https://www.twitch.tv/videos/1190791908
4k
Overall:
Wins: 10 (71% winrate; 78% kill rate (83% if we include the people they let go))
Draws: 3
Losses: 1
I think this is a fairly good result, not least because the "draws" had 8 and 10 stages, which in my mind makes them killer wins. I also want to point out that Otz and Tofu usually play pretty "nice", that is, they don't camp, tunnel or slug very much at all, and those are the most effective killing strategies. They also not seldomly use gimmicky builds, definitely aren't on the best loadouts regularly. Here's the Wraith results for two examples of players that use those strategies on a consistent basis:
https://www.twitch.tv/videos/1234013682
4k
https://www.twitch.tv/videos/1225705782
4k
https://www.twitch.tv/videos/1198600783
4k
https://www.twitch.tv/videos/1188301236
4k
https://www.twitch.tv/videos/1184647456
4k
https://www.twitch.tv/videos/1184414516
4k
https://www.twitch.tv/videos/1207024451
3k (only 1 gen got done)
https://www.twitch.tv/videos/1216218484
4k
https://www.twitch.tv/videos/1224176449
4k
https://www.twitch.tv/videos/1222960833
4k
https://www.twitch.tv/videos/1221808224
4k
https://www.twitch.tv/videos/1225706185
4k
https://www.twitch.tv/videos/1227538738
4k
https://www.twitch.tv/videos/1232327840
4k
https://www.twitch.tv/videos/1236980926
4k
Not the biggest sample size, but I think you get the idea. I've been watching players like this for years, and yeah, good players really have no issue performing well with Wraith whatsoever. And of course, "performing well" is a tremendous understatement here, considering we are looking at 100% win and kill rates in an MMR environment that is supposed to make people approach 50%.
Wraith isn't bad in pubs.
Ah. I think I misunderstood what you meant by 'data'. I thought you had access to new kill rates for him.
Games played by people who play the game semi-professionally in random matches isn't really evidence of anything besides 'if you play killer for 5k hours, you'll probably be able to beat random groups on most killers'.
Hell, Otz did a 50 win streak on pre-rework Trapper.
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@Pulsar said:
Recently, I've been getting a bunch of brand new Survivors in my games. This occurs both as Killer and as Survivor, but definitely way more on Survivor.
My friends and I have been noticing it. Our teammates are getting way worse. Even today, all of my Xbox teammates have been sub 100 hours.
Now, I know I'm a garbage Survivor, but I'd like to think I'm better than a Meg and Dwight duo who have a combined 2 hours on the game.
Also, our Killers have been 1000+ hours.
Anyone have something similar?
Yup.
Today's games were bonkers. It feels like queue times at very high and low MMRs were getting too long and so BHVR tweaked something to increase the speed at which the search widens.
Game 1 on Doctor: 1 very solid chap, 3 decent players. Won, but only because one of them rage DC'd midway through.
Game 2 on Doctor: I get absolutely skunked by a 3man SWF and a 1900 hour monster. Way, way more skilled than me - and I've been working hard recently to improve. End up getting 2 hooks.
Game 3 on Hag: 3 very good players, 1 pretty new player. I get a narrow 3k.
Game 4 on Hag: 1 okay player but definitely weaker than me, 3 almost complete newbies. I stomp, give the last chap the gates. Feel bad.
Game 5 on Hag: 4 console players, all very solid. 1k, but extremely close.
Game 6 on Cenobite: 4 extremely new players with almost no idea of what to do. The Leon was PC player had 30 hours, and was the better of the 4. I stomp.
Game 7 on Cenobite: All console players, all crazily good and I get completely rolled on Yamaoka. Get a 1k, but only because the rest left the Meg behind.
Game 8 on Demo: Very even game on Fields. 3k, but could have been a 1k easily.
Game 9 on Demo: I get crushed by a 3man SWF on RPD. Nightmare game. Again, opponents are so coordinated and know the map so well that it was hard to even get any hooks.
Game 10 on Demo: 2 very new players, 2 decent players. I have 2 people dead at 3 gens and everyone else on their last hooks at 4, with me already easing up. Give the remaining two the gate and call it a night in frustration.
So basically, 3 games were pretty even. The remainder was either a situation where I was matched against several very new players or a group far more experienced than me. No idea what's happening.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704342#Comment_2704342
I can manage playing against one ttv but I played against 2 that were a 4 man squad and got demolished badly. Two hooks. They were nice at the end tho
I had one absolutely brilliant game against a semi-well-known all female TTV squad (the Hag game). Absolute slugfest. Would have been 4k'd on any other killer, and it predates CoH (which would likely have changed things). Got incredibly lucky with the map too (Midwich is amazing for Hag).
I recently went up against a 3man TTV with 1 moderately sized chap (won't name names though) and ended up with 2 hooks (Artist game). Very rough, especially as I got sent to Cowshed.
However, I've also had miserable experiences.
One recently involved a squad that sent me to Haddonfield with a specific plan in mind involving 2 sabos, 3 further hook offerings, 2 exponential+CoH boons and refusing to finish the final gen to basically meme on me for around 30 minutes by making it impossible to hook anyone. Got into it with them in postgame, and apparently their goal is to force killers to AFK, then all report them for non-participation, or DC and eat a penalty. They spent the evening doing it.
Another involved a pair of TTVers playing hide and seek for over an hour because they gave me a 3gen.
I now just dodge TTVs. Those were awful games.
@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/2704342#Comment_2704342
I'm sorry to hear that.
I've only went against 1 toxic streamer so far and that was when I was playing in a SWF with my friend. He called me a few choice words in his stream, but I didn't take any of it personally (Granted, he was playing Hillbilly on the game so I could understand the frustration)
Mm. I'm less concerned with being cussed at by a 16 year old than coordinated griefing squads. Those honestly just make me not want to play anymore.
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@Myla said:
You know things like these and this isn't even the worse one. I have seen the window spawn directly in front of the shack window as well. That's some old dbd ######### they haven't fixed.
https://us.v-cdn.net/6030815/uploads/LDTDAD7ZL6Z8/20211218202142-1.jpg
Yup.
Pallets are one thing, but vaults are there forever. That said, they only just fixed the House of Pain on Haddonfield, and that was an actual infinite that's been here since the map's inception.
Honestly, that would at least be something.
@Aurelle said:
These type of tiles will probably never get fixed, especially on the reworked maps. But maybe they could fix the RNG with the tile spawns or something to make it less likely for these type of things to happen.
This is the problem.
One strong window is annoying, but you can generally work around it to some extent.
The problem is when one strong window leads to another strong window, leading to a crazy pallet, leading to a jungle gym then back to the original strong window. Badham is nuts for this.
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@Aurelle said:
That's cool!
I've never played against big YouTubers or streamers, but I've went against a couple of smaller streamers. They were all chill and nice, which was refreshing considering the amount of toxicity this game generates.
I've been up against a few smaller western streamers, most of which were SWF situations and two moderately sized streamers.
Won one narrowly on Hag (4k).
Lost one terribly on Artist (1k).
However, most of the smaller TTV and YT people I've played against have been foul to the extent that I now just dodge TTV groups if I'm not playing one of my best killers.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2704220#Comment_2704220
Basekit Kindred should be only for survivors auras. And maybe Kindred could get reworked then.
That's not a terrible solution, but I'd rather see SWFs get the MMR inflation that others have been suggesting, meaning that solos would be more likely to find the correct killers for their MMR.
@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2704238#Comment_2704238
Even so it still doesn't matter. Even with kindred it's a race to see who can unhook the survivor the fastest without BT so they immediately go down again. I think you should be awarded NO points for not unhooking a survivor safely. Currently you get way more points for unhooking and that bit of "distraction" than you get for doing gens. It promotes horrible plays. Survivors should lose points if someone they unhook goes back down immediately. It helps nobody and screws over the person they unhooked. Take points away for doing that for christ's sake.
Eh. It's a problem with no real solution - because this would mean that you could lose BP because someone else misplayed.
The issue here is just how effective facecamping is versus solos - which BHVR have already said they are working on a mechanical solution to.
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@anarchy753 said:
It's the one plus of many killers leaving the game, I can afford to be picky with lobbies because the queues are really fast.
Yeah it's nuts. Three months ago, my killer queues were maybe 30-90 seconds at peak, ranging to 2-3 mins offpeak. Now they are near instant at peak and 90 seconds max at any time of day.
@JPLongstreet said:
And what makes all this even worse is when a group (SWF or not) is dodged repeatedly and left waiting for too long.
After a certain amount of time has gone by such a group is thrown in with the next available killer, regardless of their skill level. Fun for a newbi-ish killer no doubt, and all too often the result of a group being dodged alot. Vicious cycle.
I see a lot of solo survivors dodging lobbies because people are running default skins or don't have enough hours. I'm not sure if it's a good idea, but other games have a penalty for too much lobby dodging for this reason.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2704206#Comment_2704206
And that's why one should use many different things in combination to draw these conclusions, and clearly BHVR has a mountain of more things to draw conclusions from than any of us. Maybe most killers do not need nerfs because now in MMR they actually average 50-60% kills rather than 60-70% like they did in the past of rank-based MM, and that might very well be the average target BHVR shoots for. Maybe Nurse does not need buffs because BHVR also knows that her skill floor is likely mostly responsible for her lower average rates, something they have other means to confirm too, such as looking at the kill rates in higher MMR brackets as well as games where highly-rated players actually meet her. But likewise, maybe most killers do not necessarily need buffs either, because they do already perform well enough in the game mode that actually matters. BHVR can look at stats accounting for skill brackets, ratings, loadouts, maps, rate deviations, etc., whenever they please. We unfortunately do not have those insights.
Either way, it doesn't matter what is causing people to be able to consistently win as Wraith in pubs, for live balance it only matters that they are able to. Sure differences in skill, experience, loadouts and so on could allow for that, but if it consistently does allow for it (which it does, I can fetch kill rates from various streamers), then the game is balanced in the actual reality of public play that 99% of players are playing. If even a killer without an ability altogether could win more often than not in the hands of a good player, it would only even more go to show that public matchmaking is favourably balanced for killers.
I am for SWF nerfs, that is a significant balance issue in my opinion as well. But SWFs that really leverage that imbalance are rare; 4-SWFs only make for around 5% of the player pools as far as we know, and while 3-SWFs can already be similarly problematic, they only amount to around 10%. Not to mention how few of these SWFs then actually are good players, use good loadouts, voice comms, and all that jazz. So it's not like it's the most pressing issue either, by much of any stretch.
https://forum.deadbydaylight.com/en/discussion/comment/2704212#Comment_2704212
If most players are new, balancing for those that aren't would also be worse. Again, it doesn't really matter what exactly the causes are for pubs to see an as killer-favouring state of balance as they are, with regards to the playing experience of the majority of players playing this game and how nerfs/buffs would affect it ("live balance"), it only matters that is in such a state where this killer on average kills two or more survivors more often than not and where good players win more often that not. Maybe if they were to make MMR more strict these players would stop being able to perform as well as they do now with a killer like Wraith, but that's not currently the case - and even if it were, there could still be the argument that one should balance with more regard to the majority of players that are not playing at that level.
I don't necessarily need players themselves to agree with Wraith being fine right now, only their stats. If they perform well with Wraith in pubs, then them complaining about his state of balance is frankly pretty entitled. A "they apparently want to win 99% of the time rather than the 90% they do now" kind of thing. I would have other players in mind than those two, but I can look at their Wraith stats too, and I wouldn't be surprised to see them win most of their games, on the contrary.
I don't play against Wraiths a lot, I just enjoy playing against Wraith a lot whenever I do. My suspicion is that my MMR is maxed out on both sides, I see tournament players and veteran streamers in my games regularly. Wraith is indeed not all that common a pick there from my experience as well, and again, I would agree with buffs for Wraith from a high MMR perspective (as well as a bunch of other killers), but my argument is about overall balance that BHVR weighs more heavily, and understandably so. But either way, again, when they do play Wraith good players even at high MMR still tend to win. I myself do (and can post a lot of screenshots showcasing as much, even if I know it isn't necessarily worth much), but the streamers I watch do as well. I will fetch Wraith kill rate stats from some streamers the next time I can be bothered to skip through VoDs.
If it was the case that Wraith wasn't able to snuff Boons while cloaked it's good that he can now, I've done it often enough (it was also a relief to realize he can rekindle totems while cloaked).
I don't record my gameplay, I would only be able to provide screenshots, I have tons of those. But like I said, I will go fetch Wraith kill rates from streamers with links to the streams.
Sure. Link away.
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2704222#Comment_2704222
Then you aren't zoning tiles. You didn't read my entire comment. It's easy for her to zone tiles and to unsafe areas. It's a bit of a stretch to say she is slowed "substantially". You're not zoning survivors into unsafe areas. Place one bird at the end of a loop, another at a pallet and force to an unsafe area. This is what I see every artist do and there is currently no defense against it because of her 115 speed. Imagine if huntress moved at 115, AND could place stationary hatchets that she can send at will AND those hatchets had infinite range, that's the artist. Sounds like you aren't playing her right.
That's what I try to do actually. As with most killers - it depends entirely on map.
'No defense against it'...that's simply not true.
Go watch some streams of Otz or Tofu playing her, they aren't 4k-ing every game.
Do you record your games perchance? I'd be happy to take a look.
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/300677/why-are-people-saying-the-artist-suck
Beats me. She demolishes every game I see her in, but maybe that's just MMR. I've only ever escaped her through hatch. Never seen a full 5 gen game with her so far. Every artist I play against does the same thing. Birb at one end of a loop, birb at pallet, zone you to run to an unsafe tile and get the m1. You see people saying just "w key away from her" but that literally doesn't work because of her speed and zoning abilities. I haven't played as her yet, but with any decent map/loop knowledge, she seems on par with the nurse.
Try this.
- Loop her until she drops a bird. She slows down substantially while doing this.
- Hold W to the next safe tile. She'll either pursue (in which case you just repeat the process) or she'll hit you with a bird to swarm you.
- If she swarms you, get rid of them ASAP.
- If she attempts to hit you while swarmed, listen for her very distinct audio cue and juke her, as you would a Huntress hatchet.
- Abuse elevation changes against her.
Survivors that do this absolutely wreck me. When I win, it's because someone decided to hold W while swarmed and didn't try to avoid my follow-up, someone didn't bother to get rid of their swarm or tried to loop me after I'd placed birds.
@Zozzy said:
To all the people saying "its because she is new" Please explain the mystical depth of her power beyond placing one crow and hoping the survivor just holds W in a straight line and steady pace so you can time the shot while they are out of sight.
Nobody should be getting crow hits out in the open beyond ranks with 20 hour survivors.
This exactly. And even at (what I'm guessing is) a high-intermediate MMR, far too many survivors want to be greedy and either continue looping me after I've got a bird up, or don't get rid of swarms fast enough and instead just keep doing gens.
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@herbaljellyfish said:
I thought MMR was supposed to match you with people of similar skill level. Seems like the survivors I get paired with are worse and worse. I'm talking chases last maybe 10 seconds(if that) and other unhook immediately then killers get two downs. Or I run the killer for nearly 5 minutes and 1 gen gets popped. Almost every game I play results in me getting caught ONCE in endgame then dying on hook. Most games I play I have more points than the people who escaped!!!! This seems insane to me. I've literally had killers apologize to me for killing me at the end of games because they felt bad and actively call out my team as being garbage. I don't blame the killers in this scenario at all. They're just playing the game. Having other survivors camp pallets when YOUR the one being chased not them, slamming pallets in your face in a loop causing you to take an m1 for injure or down. Crouch walking the entire map, hiding in lockers and on and on and on and on. I hate having to jump in the DBD discord to get an swf and waiting 20 minutes to join a game. It's unreal how terrible the solo survivor q is and it's unreal how long it takes to get a game when you play in a group. Not to mention killers can easily tell the other survivors are garbage and will refuse to chase me. Most I can do is take a hit occasionally, but they just commit to the bad survivors. If I DO manage to escape in solo q, it's always through the hatch because everyone else dies. What even is the point in being a good survivor if you get punished for it? Id rather just do gens and not get in chases to escape but that's way more boring than running from a killer. 1500 hours in this game, I'm finally really good at running as the survivor and it seems like I get punished. I'm happy I get mad BP for playing good, but I would still like to escape, ya know?
Eh.
I'm not sure if solo queue can be 'fixed'.
My own experiences are mixed. I'll sometimes get straight up carried. I'll sometimes get people of a similar skill level to me that do okay. I'll sometimes get potatoes, trolls or people that DC the second they smell the killer.
That's just the nature of a random matchmaker.
@IlliterateGenocide said:
ive got matched with a Dwight who "didn't know how to run" with less that 5 hours. i a player with almost 1500 hours should not be matched with anybody under 100 hours. MMR is horrible.
before i would have good games, bad games, even stressful but balanced games. but now i have either extremely baby killers or killers who have way more skill then me that absolutely destroy me. no in-between
A pattern I've observed when I play killer - the last player joins a lobby, sees 3 other survivors with default skins, dodges and the next player thrown into the mix is a 2k hour monster. I think what's happening is that the matchmaker is trying to find someone ASAP, which can result in silly combinations of skill levels. The other situation is:
@[Deleted User] said:
The matchmaking either doesn't work or the logic is awful. The formula seems to try for one of two MMR conditions: 2 high/2 low+1 average killer, or equivalent MMR matches across the board (either high or low).
They need to take the 2 high/2 low condition, rip it up, run it through the garbage disposal, and never let it see the light of day. It's a miserable experience for the high MMR players in that game. What often happens is a killer can't catch two players and the other two players go down instantly or throw the game in other creative noob-ish ways. Two of the players are punished for being good at the game.
Solo queue is genuinely not that bad when the matchmaking actually puts me with 4 survivors and a killer at my skill level. It's usually a competitive back and forth game where everyone knows what they're doing. But I hate that I seem to be expected to carry new players. I didn't ask for this. I'd rather wait 10 minutes for a game.
At certain MMRs, survivor queue times can get absolutely nutty. Forget 10 minutes, I've had a queue that went almost double that once, offpeak. So, yes, what the system does is it finds players with an average MMR together similar to the killers. This could be 2 very good players and two complete newcomers. There isn't really much that can be done to fix this without people complaining about ridiculous queue times and it's not much more fun for the killer.
The devs recently discussed this and they at least implied that the system prioritizes wait time over match quality. If I recall, they said something like 'some players may be willing to wait a long time for an even matchup, but a lot won't'. Also remember that back under ranks, complaints over queue times led to killer matchmaking protections being completely disabled, which got very silly (and was likely a big reason why SBMM was introduced in the first place).
Again, I'd be happy to wait longer for better quality matches - but that's not what the devs seem to want. Outside of this, I don't think there's a fix for this.
@WishIcouldmain said:
This system is a joke, but behavior was too lazy to implement it right. If we’re talking Solo Q improvements the best I can say is Kindred survivor aura base kit
Kindred, as it is, would be brokenly overpowered baseline. Being able to see where the killer is headed post hook is such powerful information that the last 'tier list' video I saw gave it a full 5 stars. On some maps, combining it with Open Handed basically gives the whole team prenerf OoO.
Making Kindred baseline would be a small buff to solos, but would be a bigger buff to SWFs. And that wouldn't work well.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2704202#Comment_2704202
Obsessively checking everyone's friends list to make sure they're not SWF sounds like such a chore.
It's often obvious - multiple TTVs in a lobby: it's probably a premade. 4x players joining simultaneously is another sign.
@[Deleted User] said:
No. It's usually not any more challenging than any other game. Even if it is more challenging from time to time, it at least makes killer interesting. Play the game and get better. And if people genuinely think killers can't compete against SWF....they need to get better.
As others have pointed out, it's not so much that these groups are more difficult. It's that these groups are often toxic in ways that solos aren't really capable of, particularly in terms of stalling the match out forever and refusing to complete the final gens to grief.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2704171#Comment_2704171
But that's the thing, Wraith doesn't only stomp noobs, unless most players in this game are noobs (in which case the point would stand that he does not need to be buffed anyway, not least because it would mean even noobs stomp with Wraith). Global average rates show he kills more often than not, good killer players win with Wraith consistently, BHVR, based on a variety of stats, an overview of the game and other things that none of us have access to, said he was a wee bit overpowered. I think you will have to start entertaining the idea that public matchmaking is actually a favourably balanced place, for Wraith and most of any killer even in the hands of an average player.
Precisely because of the fact that those people (good players) can win consistently in this game with Wraith is why he isn't "bad" and doesn't necessarily need buffs. Doesn't mean buffing him would necessarily be terrible for the game, but likewise nerfing him didn't make the game terrible playing as Wraith either. Again, what reality are we balancing for? One where good players should have 99% winrates rather than 80-90%? Where even average players should get closer to 3 kills on average rather than 2 with a killer like Wraith? Because those are realities of pubs.
https://forum.deadbydaylight.com/en/discussion/comment/2704177#Comment_2704177
Not that I disagree with the assessment that he struggles against good opponents, I've pointed out as much myself, but my point is that he is evidently good enough to be able to compete relatively comfortably against the vast majority of opponents players get in this game even now with MMR in place, otherwise it would not be possible for his average kill rates to be as high as they are. And even players that have to be assumed to be high MMR due to winning consistently, are winning consistently with him.
I don't think Wraith is all that problematically "overpowered", from my perspective of someone that likes playing as and against Wraith a lot and plays at high MMR I could definitely agree with some buffs for him. But I also don't think he's problematically "underpowered" - I still win much more often than I lose with him, I wouldn't want them to buff Wraith so much that I can even possibly beat the 1 crazy group out of 100 matches that I currently can't, if it comes at the cost of the 99+ other groups being notably easier to beat. Not saying reverting the speed boost nerf would do that, as I said I personally would want for them to revert that change, but that's also from a high MMR perspective, there's much more players in other MMR brackets and they might actually suffer from that a "wee bit" too much. I at least don't believe that BHVR based that change on nothing, again I think it's more likely their decision was much more well-informed than the opinions of many of the players discussing it, with regards to the "live balance" of this game that affects many more players.
You don't actually have to uncloak to snuff Boons, that just a by the way. I do agree that Wraith is one of the killers Circle hurts particularly much, and I hope they will nerf it at least insofar that it does not grant the 100% healing speed boost on any healing action other than its own (so it would allow survivors to heal themselves in 16 seconds within its range and that's it). Beyond that maybe they could put a cooldown on Boon perks, i. e. make it so that you can't bless a totem for 30-60 seconds after your Boon has been snuffed. Or that each survivor can only bless each totem once, so if it gets snuffed they have to find another one. ...But then again, COH is the only actually problematic one in my opinion, people barely even use the others from all I can tell, because they are just not good enough to compete for slots most of the time.
- Most players in this game are new. This is very clearly demonstrated when you look at kill rates of the highest caliber killers in the game.
- Yes, new players stomp with Wraith. This is what was causing the problems. His basic kit is very easy to understand.
- Find me a single top-tier killer player who agrees 'Wraith is fine right now' in the current meta and I'll be happy to concede your point. Both Otz and Tofu have talked about this, and both agree that he was heavily overnerfed.
- Not to be mean, but if you are playing against a lot of Wraiths, chances are that your own MMR is lowish (there's nothing wrong with this at all, but it would explain the success you're having). At my intermediate MMR (guessing) as survivor, I barely see them and those I do see get clobbered. Watching high level players stream, you almost never see him and when you do, he gets smashed - with the exception of one insanely good Wraith on a very favorable map that I saw a few days ago, or Otz running him with the best possible perks and addons.
- Wraith can succeed. So can Pig, Cenobite, Clown, Trapper, Hillbilly, Ghostface and Legion. The nature of this game is that it tends to snowball one way or the other. This doesn't mean that these killers are fine and don't need attention.
- That must been changed. I remember trying Wraith a few times after his nerf (when CoH was just added) and he definitely was completely unable to snuff boons unless he was decloaked. I can probably scare up an old Otz video where this was talked about if you really want.
- Do you happen to have some videos of your matches on hand? Very curious here, because your experience sounds vastly different to my own, both in terms of me playing the game and me watching others playing the game.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704172#Comment_2704172
I am in the US... East Coast
Plus the Streamers I face are duoing with a friend
I have yet to come across all of the toxic BS... But trust me I have dealt with it before
It really depends on time of day I find.
Weekday evenings are fine. Weekend days are fine. Weekend nights are the wild west. Weekday mornings are where the really nasty groups seem to be.
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@Yatol said:
Most of my game the Artist is doing fine, not 4k every time but no struggling to do anything either. Only time Artist was a consistent 0k is when everyone was doing the dumb shotgun that alerted every survivor to her almost exact position.
Who exactly says this?
She has a pretty big skill floor, and it takes a while to get to grips with her. She's also pretty clunky.
That said - she certainly isn't bad. I'd put her high in 'A' tier, behind Plague and above Oni. About on par with Hag.
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@xxshyguyxx said:
After the nerf, and the healing boon COH, do you guys feel wraith is back to being bad again?
Had a match at autohaven and I had a very hard time keeping up. Gaining distance took forever and I couldn't keep anyone injured.
I two hooked everyone on accident, ended up with 1k but I had the most points and ruthless status so technically I did well.
However, he felt slow and sluggish and it was pretty frustrating catching up to people. He feels different. I know they nerfed is zoom speed out of cloaking but he also just feels slower in general.
I miss the old Bing Bing Boi 😢
Yes.
He was perfect pre-nerf. The only reason he got nerfed is that he can be difficult for new players to deal with. Even at an intermediate MMR, he was mid 'B' tier at best, and that was with great addons.
CoH completely negates him - a particulary funny Otz video of a really good Wraith getting absolutely clouted basically by this perk alone made me pretty sad for the bing-bong boy.
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2703772#Comment_2703772
The nerf to his lunge is incredibly significant. Wraith is the killer I have the second most amount of time on. When it was 1.25 seconds, you could use it as an antiloop tool similar to Pig's dash, but slightly better IMO. People had to leave short loops or get hit, and he could generally ensure hits around several window structures he used to/now again struggles with. At 1 seconds, it does not function this way. It makes up his lost distance uncloaking and that's it.
I don't care about All-Seeing; it's still good and it was never necessary. But the lunge nerf is bad. It rendered him once again toothless against players that know how to loop.
The nerf to his lunge doesn't look like much on paper, but in reality (factoring in acceleration and time) it's now basically useless in chase.
It still had the same problem as Pig's ambush, as savvy survivors will either just leave the loop or vault.
@zarr said:
It depends on what you mean by "bad". Having a difficult time winning if you go against 4 good and coordinated players communicating and using the best stuff? Yeah, his ceiling is pretty limited in those instances, you will mostly be fighting for a 2k at best. Having a difficult time in your average pub match? In that environment Wraith is far from bad and in fact one of the killers with the best "ease of use" to "chances of success" ratios.
I 2/3/4k with Wraith consistently in pubs, using a variety of builds and playstyles. If you are an at least competent player you will do well more often than not in pubs, with much of any killer, and with Wraith if anything more comfortably so than with various others.
While I personally dislike the speed boost nerf he received and would wish that it was reverted (it is a fairly significant nerf, both in terms of actual strength and more importantly for me in terms of the fun factor of playing Wraith), I think people are a little naive when they completely disregard the idea that there's actual reasoning behind BHVR's balance adjustments, to put it mildly.
Of course, from a perspective of the idea of facing 4 good survivors on voice comms using the best stuff they possibly can and on some of the most survivor-favouring maps, even the best, most experienced and reasonable players would agree that Wraith was indeed not even "a wee bit overpowered". However, the reality of this game is not facing such survivor groups, to much of any extent. Even now with MMR in place good killer players still win the vast majority of their matches relatively comfortably and decisively with much of any killer. And they do so because the reality of this game is that most players are mediocre at best, good players are relatively rare, and good players teaming up in SWF, using voice comms and the best loadouts is even rarer. If this game is to be balanced in its actual reality of the actual matches that actual players are actually playing, it has to be balanced with the wild disparities of skill and experience and the wild disconcertedness of loadouts, strats, tactics, decisions, playstyles, motivations, and so on in mind that is public matchmaking. That is the so-called "live balance". And rather than the few hundreds of people talking in online outlets about their personal experiences with and anecdotes of the game, I think one should have more confidence in BHVR to have a more accurate grasp of the state of balance in that reality - a reality of hundreds upon hundreds of thousands of players every month, logging millions of hours of gameplay, a reality in which the entire playing experience of even the longest-standing players with years of playtime amounting to thousands of hours is matched in mere minutes. And if BHVR nerfs Wraith because he is a "wee bit overpowered" in that reality, I actually am compelled to believe that they are basing this on more accurate and factual assessments than any forum users. And with Wraith I can totally see why that could be the case, since his kit is so easy to make good use of that even average players likely do very consistently, while on the other hand also being a kit average players have a harder time playing against than various other killer kits (they don't know where he is, then he is suddenly there and they do not react fast or well).
There's a reason why Freddy has had such high average public kill rates and why Nurse doesn't. The "ease of use" to "chances of success" ratio of a killer ability is one of the most important factors in the live balance environment of public matchmaking where the majority of players are at best averagely skilled and experienced. Sure we can say BHVR should balance for high level play, but high level play is exceedingly rare even now with MMR in place, otherwise good killers would not still be 4king all day. There is simply no reality of this game in which it would be reasonable to balance for the highest level. That only happens in tournaments, and tournaments are inherently balanced by their format and ruleset. In public matchmaking, even at high MMR, the balance is already such that good players win much, much more often than they lose even with a killer like Wraith, and where even average players still kill more survivors with him than survivors escape against him. Balancing for the tiny fraction of games where there's actually a high level survivor side would screw with the 99% of other matches in undesirable, imbalanced ways that are to the detriment of countless players' playing experiences. That doesn't mean all balance changes will completely disrupt things of course, and I do think BHVR is much too slow and conservative with changes (a bunch of killers should totally long have been buffed and SWF long have been nerfed, a variety of maps long adjusted), but I also recognize that BHVR with an overwhelming likeliness is much more reasonable in their balancing decisions for the actual reality of this game as the vast majority experiences it than most of the opinions that can be read here and elsewhere.
Besides, if you do want to be able to compete even against the one-in-a-thousand occurrence of getting an actual high-level survivor group, there are still killers you can practice and play that allow you to do so - and they are super fun to play, if anything much more so than Wraith because their abilities have a much higher skill ceiling and reward you much more for practicing and improving.
Note: I do think lightburn for Wraith is a mechanic that has long outstayed its welcome. Or at least, if they want to maintain that mechanic because it makes flashlights and firecrackers a little more relevant, implement it for every killer and buff those that suffer the most accordingly. Wraith in his current form definitely does not deserve to have such a punishing drawback. If I dislike anything about playing Wraith it's seeing flashlights in my lobbies. There's not even add-ons against lightburn anymore. Sure there is some counterplay, but if I vault a window or break a pallet while cloaked, a survivor can reliably lightburn me, and out in the open without Swift Hunt I can't even uncloak against a flashlight if the survivor knows what to do.
Eh.
He's got the same problem as Cenobite has. He completely stomps all over new players. Against moderately decent solos or an SWF, he struggles.
CoH is another big problem - Wraith's whole thing is that he's good at getting the first hit and keeping multiple people injured, and using this sort of attrition style to gradually escalate pressure until he starts getting hooks. CoH negates this completely, and his pressure evaporates. And the fact that you have to manually destealth to snuff boons is just...why?
About the only way to play him now is a gimmicky DH+Undying+NOED+NWO style, or to play a better killer. If you want to be sneaky, Myers or even Ghostface is infinitely better.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704165#Comment_2704165
Not any that I have faced
But I get what you are saying
Play first thing in the morning, which is when the BR and RU premades/streamers are doing their thing. You'll see it a fair bit.
The easiest way to tell it's coming is when you see multiple further hook offerings and a map offering for either Swamp, Badham, Eyrie or Haddonfield - as with a sabo and exponential, you can basically hold a game hostage in a manner the devs have confirmed is (for some reason) A-Okay, but could potentially get the killer banned if they AFK it, leaving you no choice but to DC.
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@Dr_Loomis said:
Yes.
And unfortunately, it's getting worse. All the little darlings doing all the usual toxic crap...with their Twitch and Instagram accounts...littered with tedious social justice nonsense...use of all the usual eye-rollingly unoriginal internet terminology...and an Anime avatar and a "Victory Royale" wallpaper picture. The total package.
It's got to the point where playing killer is simply horrendous. I look forward to a DBD alternative. Sad but true.
The weird thing is that these tend to be the meanest, nastiest survivors to play against.
@Shroompy said:
No, I like the challenge.
@RaSavage42 said:
I play all games... why dodge?
Because a lot of the time the smaller streamers aren't so much out for easy wins as they are out to make your life an absolute misery - stalling the game out endlessly/griefing the killer to try and make their streams entertaining.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2703914#Comment_2703914
Sure, they are all annoying and extremely unfun strategies to be on the receiving end of.
I understand why someone would be upset if they spend the entire match on the floor; or if the Killer decides that they and they alone need to die; or if the Bubster decides to plant himself in front of you for the whole match.
Unfortunately, there's no way to really curb these unfun strategies without punishing innocent players.
The easiest fix would be an artificial inflation of MMR to place SWFs up against better killers. Putting a SWF up against the same killer those players would be facing as solos - that's where things start getting unfair.
The devs have said they are considering this, so we will have to see what the midpatch looks like.
Personally, I'm not all that bothered by losing - it's more the miserable experiences I've had with SWFs engaging in coordinated griefing/stalling to try to get you to AFK, so they can all report you for non-participation. I've had no less than 3 different groups say they were doing this in the past month.
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@Aurelle said:
I've been getting kind of bored with DBD lately and want to take a break from my usual gameplay to try new things with the game.
How do you have fun in Dead By Daylight?
I generally keep things fresh by:
- Learning new killers. I'm now pretty decent on Myers, Pinhead (RIP), Artist and Pig - adding to my usual stable of Demo, Plague and Hag.
- Trying new builds on killers. Discovered a genuinely evil build on Demo recently doing this.
- Sometimes switching to survivor.
- Setting my own goals in games. For example - if I'm getting slaughtered, I'll try to hook everyone once. If I'm stomping, I'll insist on hooking everyone twice before killing them.
- Trying to focus on scaring survivors.
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@RaSavage42 said:
I have seen almost all Killers... Except for Nurse, Demo, Blight, Artist (but she's new), Pyramid Head, Hillbilly, Spirit, Pinhead and Nemesis
Huh. I see Nemesis probably the second most after Blight.
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@MauriceMaverick said:
https://forum.deadbydaylight.com/en/discussion/comment/2703693#Comment_2703693
Hold on a second! a privilige? "ashamed of the privilige?" what kind of freaking facebook midleaged white f*** face bulshit is this?b
There is a very sizeable ultra-'progressive' core that plays DBD. Most of them are fine, but you sometimes get the truly bizarre second-year sociology student who's been fed semesters of Kendi, Walters and Hooks and will make comments that basically Poe's Law incarnate.
Some of my favorites:
- At least a half dozen times being told I was reported for 'tunneling someone because they had a Pride charm or played Claudette/Elodie'. I'm playing Hag, dammit - I can't really choose who I pop up and bap.
- Being told that playing Hag/Spirit 'wasn't right' because something something appropriation.
That said, it's very difficult to determine whether it's just someone being silly, or someone parodying someone else being silly. Usually the missus and I just get a laugh out of it.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2703743#Comment_2703743
Sounds funny, not sure how effective that is. Do you have any "funky" Perk combos that work on Demo? I've recently been experimenting with Playtimento which works surprisingly better on him than other Killers, maybe because I can protect the rekindled Totem more consistently with the Portals
Oh man, I've got a few.
Essentially, I've got 4 Demo 'styles' that I rotate through.
Sonar Demo
Addons: Whistle+yellow addon that increase portal detection radius.
Perks: STBFL, BBQ/LP/CI, Plaything, Pentimento
Set up portals as sonar stations. Plaything+Penti gets them to run around so you can detect them easier. This one is nutso on smaller maps.
Unga Bunga Demo
Addons: Glasses+Liver or aura Iri.
Perks: STBFL (awesome on Demo as you can just shred the obsession), BBQ/LP/CI, Pain Resonance, Blood Favor.
Basically, rush people down - if they drop a pallet, glasses take care of it, otherwise BF does that. Shred the obsession, M1 everyone else unless you have to shred.
Grabber Demo
Addons: Portal Iri+Soda
Perks: Agitation, Pain Resonance (addicted to this perk atm), BBQ/LP/CI, Hoarder (trust me on this one).
Set up portals in sneaky places, grab people off chests and gens. Agitation lets you take them to a PR hook.
Blinder Demo
This one is evil.
Addons: Lighter+Cat (more portals = more blinds)
Perks: Plaything, Pentimento, Agitation, Pain Resonance.
Set up portals right next to gens everywhere. They get a 45 second blind for being near it or dispelling it, making it very hard to find Plaything or Penti totems, and also often makes it really hard to find people to heal/unhook. This one gets me raged at the most.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2703693#Comment_2703693
How can someone get grabbed off of a Gen by Demogorgon? His footsteps are as loud as a piano falling down the stairs
I've gotten pretty jammy at it. Soda+the Iri that makes portal emergence silent and putting portals down near gens but out of sight = at least 1 epic grab per match. And boy do people not like that.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2703678#Comment_2703678
Fair enough, RPD is horrendous, there's nothing you can really do on that map as a Killer, I just usually do better on it as Demogorgon than other Killers
It's not much better for solos - even at what I'm guessing is an intermediate-high MMR, I still see survivors die to Pig traps because they can't find boxes or lose hook states because nobody can work out how to access them.
Awful, awful map. I'd rather play on Haddonfield or Badham, even if I lose.
@AnneBonny said:
on pc at least, i've never had a single match against a pyramid head.
You see them a fair amount at higher MMRs, but nowhere near as much as Nemesis, Huntress or Blight. He's just a bit janky and his addons are boring and terrible.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2703329#Comment_2703329
I was very surprised that PH is so rare. I have since tracked past 300 and the funny thing is PH randomly showed up 3 times in a row after only appearing those 2 times in 300+ matches.
Clown being super rare is weird too, especially with Christmas approaching, I was expecting to see Santa clowns start popping up.
Clown just...sucks. His kit is overcomplicated for minimal gains and he's insanely predictable.
PH can be decent, but he's really stale. What keeps me playing a killer generally is being able to run entirely different playstyles via addons, but PH's are bland as all get-out.
@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2703378#Comment_2703378
Myers was the most interesting stat. I would've never guessed that. I suppose it feels balanced when I die to him?
Then of course he became rare as hell as in showing up once in like 150 matches now that I know he does so well against me. Was eager to see if that trend continued or if I come back at him.
At one point Nemesis had me down to 0 escapes 7 deaths. Then I came back on his ass with 8 escapes in a row.[
Nemesis is ultra popular likely because of the iconic nature of the character and him being a very decent anti-looper on a lot of maps. If his addons were more interesting I'd probably play him more myself. However, if I want to play a mid ranger, PH is more consistent and if I want a defensive killer, Hag exists. He has a weird lack of a 'niche'.
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@RossyDelPalma said:
Do you dodge lobbies with obvious SWF players? Like mutliple Tvv..., the same names with different numbers.... Or do you like it hard and channelling?
It depends.
Russian TTVs - dodge. Too many bad experiences.
Multiple TTVs together? See below:
TTVs with hidden profiles? Dodge.
TTVs with more than 2x my hours? Dodge.
TTVs with at most 2x my hours? Play.
But the biggest determining factor is which killer I'm playing on. I'll generally take on all comers if I'm running Hag, Plague or Demo (even if I lose on Demo, I still generally have fun). Artist, Myers or Doctor - I'm more careful.
@Marc_go_solo said:
Nah, it can still be fun and I enjoy the harder level of play some of them do, whilst others memed (had an swf today basically having a drinking session with my Hillbilly in the bar for a while and re-enacting bar brawls - I should have recorded it!), or aren't as aggressive.
Sometimes, I get slaughtered and sometimes I will beat them. Either way, it improves my game and helps me learn, so absolutely I would keep playing.
The problem isn't the good players. I don't mind losing.
It's the TTVs (usually Russian, sometimes Portuguese names) that are out to hurt killers, to humiliate them for luls on stream that bother me. I've had a TTV with 3x further hook offerings and 1x Haddonfield offering running a loadout to make it almost impossible to hook or slug who refused to finish the final gen and just spent ages memeing on me. I've had others that won't end the game and will instead play hide and seek around the map for an hour - my guess is this is a 'let's see if we can literally make killers uninstall or get them banned for going AFK' stream.
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@ASurvkillivorer said:
So I was curious what my escape rate was so starting tracking it since October.
Escape rate. 55.6666666667%
Death Rate. 44.3333333333%
My survival rate is ever so slowly dropping 😢😢😢 The first half of 200-300 saw it plummet down. The 2nd half went extremely well.
Most popular killer and kill rates.
Blight 34 (times appeared) 19 escapes 15 deaths.
Nemesis 26 13 escapes 13 deaths
Nurse 26 12 escapes 14 deaths
Huntress 23 13 escapes 10 deaths
Wraith 19 12 escapes 7 deaths
Leatherface 17 12 escapes 5 deaths
Myers 16 4 escapes 12 deaths
Trickster 13 7 escapes 6 deaths
Pinhead 11 8 escapes 3 deaths
Spirit 11 3 escapes 8 deaths
Hillbilly 11 9 escapes 2 deaths
Artist 11 6 escapes 5 deaths
Legion 9 6 escapes 3 deaths
Plague 9 6 escapes 3 deaths
Trapper 8 5 escapes 3 deaths
Oni 8 4 escapes 4 deaths
Doctor 8 6 escapes 2 deaths
Pig 8 4 escapes 4 deaths
Hag 7 2 escapes 5 deaths
Deathslinger 6 5 escapes 1 death
Freddy 4 3 escapes 1 death
Demo 4 2 escapes 2 deaths
Twins 4 3 escapes 1 death
Ghostface 4. 2 escapes 2 deaths.
Pyramid Head 2 Died both times
Clown 1....Jesus Clown one time in 300 matches and I survived
NOTES
I expect I made some mistakes in some places meaning there would be some off by maybe 1 number. I somehow have Myers appearing in match 247 despite the death not impacting the overall tally. Either way.
Myers. Saw a massive drop in popularity. Was one of the most popular and he only appeared 1 time in 100 matches.
Blight and Nemesis retain their lead as the most popular killer. Nurse is slowly creeping up though and tied for 2nd.
Spirit. Very odd to me. I did have a bunch of terrible matches against her early on. I wouldn't ever guess my performance is so bad against her. She is fairly easy to run now.
Hillbilly. Was very surprised to see how often I escape against him considering how insanely good some of them are.
Doctor only showed up twice and both resulted in death. I was annoyed with this because I wanted a 8-0 streak on him and thats exactly what should've happened. Both matches contained morons DCing when we were winning. One match in particular we managed to get all 5 gens done with only 3 people. I was downed at the exit gate switch where ONE second longer I would've been able to get out.
Leatherface. IDK why so many ppl just despise him. If you make him work for the saw he usually just comes apart.
This all just lets me know something though. If I actually wanted to be in an organized SWF team I see absolutely no reason my escape rate shouldnt be decently above 70% Remember this is ALL solo matches.....
I'm actually making one of these myself, from a killer perspective. At 426 matches thus far, will post the results once I hit 500.
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@MauriceMaverick said:
I`m sure you know, The Demogorgon was never one of the most played killers in this game. It got up a bit after his rework and in the countdown until he was pulled from the stores. And now, after nobady can buy him anymore he will be played less and less and less. And thats a shame, because i realy enjoy playing against him and as him. But that is NOT the reason for this thread. The thing is, because he can be seen as the most rarest killer in dbd, he will be tried out by some new or old players, who got themeselfs the dlc befor it vanished. like this one guy, who wasnt exectly a newbie, but we could hardly call him expirienced. i played against him, he the demo, i the surv in soloqueu. After some gens, he got beaten to the ground by more expirienced players, who constantly body blocked, pallet- and flashlight saved and sabotoured hooks. that wouldnt have been the problem either if it would have been just those actions in an adequet quantity and without the usage of tbagging infront of a stunned killer. So after the match i asked him, and he told me that that would be it for a long time until he would touch the demo again.
Why did it happens? Did he tried a killer he had no expirience on? yes. was it visual in his play style? yes times 100. Did he just use action wich are just stupid and can be used against him very hardly? Yes. Did those (i suspect toxic swf team, but i have no proof on that) survivers made his life harder than it had to be and would the managed to escape even if they hadnt done it? YES!
And that is the thing, not just with the demo but with all rare killers. Theire interesting to play as and against but hardly anyone playes as them because they dont have much expirience, cant use them right and gets bullied for trying to get better until they rage quit and will return to used killers with used perks.
Demo is probably my second most played killer after Hag. Aside from RPD being a mess for him as he can't easily put down portals in many areas, he's...pretty balanced.
However, something about him seems to encourage groups to act the fool and be incredibly nasty. It's probably because:
- They know they can never buy him. I've had someone accuse me (hilariously) of cheating in postgame because I played him, and they thought he'd been completely removed.
- I had another say that playing him was an example of 'privilege' and that I should be ashamed. Wut.
- They've never played against him before, and are embarrassed that I managed to grab them twice off the same gen. Probably my most amusing BM recently was getting told in postgame to 'just play a normal killer scrub'.
I'm personally drawn to the rarer killers, because opponents likely won't know exactly how to play against them. Demo is a very difficult killer to learn, because his kit is extremely unforgiving and quite complex.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2703224#Comment_2703224
Demo is one of the better Killers on RPD imo. Most of the hallways aren't wide enough to dodge a Shred, and 0 Survivors know that Demogorgon can Shred up and down the stairs of the lobby so those are almost always free hits. His Portals are meh on that map tho
Eh.
Here's what RPD looks like for me against a decent SWF.
- I spawn in the middle.
- I can go to the West or East wings. There's no way to tell which is right.
- If I pick the wrong one, I will lose 2 gens in the other wing before I get there - without even seeing a survivor.
- About 2/3 of the rooms in both wings cannot have portals placed in them or near them, because the passages are too narrow.
- If I find a survivor, I can probably get 1 shred in on them unless they are near a safe area. Once I've done that, they head to the office, the main hall or one of the rooms with at least 1 safe pallet and 1 safe vault and they can run me there for maybe 45 seconds or they make a mistake. Even after they fixed the infinite, some of the loops are so safe that you can CoH heal in between looping. It's also a map where it's super easy to chain multiple safe pallets and vaults into each other.
- They'll probably have a boon in the library or 'manager office', which will cover half the map and snuffing it is a huge time investment even if I know where it is.
- The only way to handle it is to stake out a 3 or 4 gen super early and never leave it.
@DBD78 said:
First the usual ones that nees love from devs like Hag and Twins. But also Cenobite and Oni I see very little of them and Ceno is new so very strange. But taking views from a single person it might for me just be a coincidence.
Also killers I still face but se less and less of is Blight and Wraith.
Killers I see a lot of recently: Artist, Trickster, Nemesis, Trapper, Plague, Ghostface, Bubba
Hag is...difficult. Making her a 115% killer would be a nice QOL increase, but she's already a solid 'A' tier. What she really needs is a bit of an addon pass - even her good addons are boring.
Twins needs a complete teardown.
Cenobite needs more power to his chains. They shouldn't be able to break on the environment or his model. He also needs some of his nerfed addons buffed a bit - a few seconds off the solving time ones and the hunt ones would have sufficed. Now they are Freddy level pointless.
Oni is...honestly fine. He has a high skillcap but can be very strong. What hurts him (and most m1 type killers) is some of the ridiculous maps.
I saw a lot of Trickster during the archive, but they've dried up now.
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@EntitySpawn said:
Since mmr theres alot of killers I haven't seen or don't see much. So I'm curious which killers other people dont see.
Freddy, hag, twins (havent seen since mmr)
Wraith, billy, legion, doctor, spirit, deathslinger, pinhead, pig, trickster probably seen once a month (pinhead I seen a few times the day before the nerfed)
Killers I see most often are blight, nurse, huntress. Any other killers that I havent mentioned iv either completely forgot as iv not seen them in forever or they're just sprinkled in and more common that the others listed
As always, everyone forgets Demogorgon. While I'm not as good on him (her? it?) as I am on Hag, Cenobite (RIP), Myers or Plague he is easily the most fun killer to play as, with excellent addons (barring a few), a massive skillcap, a fascinating kit and some neat tricks to learn.
I've literally never faced one in maybe 50 hours of survivor gameplay. Ditto Hillbilly, Trapper and Deathslinger.
I've faced 1 Cenobite (prenerf), 2 Twins (lul), 1 Ghostface, 1 Hag, 2 Pyramid Heads, a few Myers and a few Pigs though.
At what I'm going to guess is an intermediate-ish survivor MMR (I escape a fair bit more than I die), I see a lot of Blight, Nemesis, Bubba, Huntress, Nurse, Spirit and a few Artists (just after her release, nothing since then).
@ThatOneDemoPlayer said:
How dare you forget about Demogorgon
Because almost nobody plays him. Even with his removal, I have no idea why. He's bloody excellent fun and while he isn't the strongest, he's certainly not weak. I just pray never to get RPD - for some reason about 3/4 of the map surfaces won't let me put a portal down.
@TragicSolitude said:
Pinhead. Other than his day of release, I think I've even seen The Twins more often than I've seen Pinhead.
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/300635/what-killers-havent-you-seen-in-a-long-time
I've never seen a Pinhead. Like I am starting to think that no one plays him.
I've never went against them.
He wasn't all that strong, and then they nerfed most of his good addons to the ground. He'll likely have to get reworked down the line. I still play him from time to time - he's viable with Fang+Pain addons or dual iris, and he's still a newbie stomper supreme. Otherwise, he really struggles - his chains are super easy to juke and without the threat of his old hunt addons, the box is barely a distraction.
@Hannacia said:
Twins, Demo, Pinhead Those are the rarest killers, But honest i rarely see ghosties piggies and legion eather anymore and i cant blame them
Few days i took notes of the killers i got during 4 hours and it was a lot of hillbillies, huntresses tricsters and nurses.
I think all the Pigs are hanging around my intermediate MMR. They always run Letter+Straps or Video+Ruleset and I see why. She's as addon dependent as pre-rework Wraith.
Yeah.
Twins...ugh. Just clunky and annoying.
Billy - I have no idea why they nerfed the hell out of him. He had one troublesome addon combination which was an easy fix.
Wraith - RIP. Dash nerf, addon nerf and his entire attrition style negated by COH. Totally necessary.
Freddy - Never liked him before, don't like him now. See him occasionally, but tends to lose badly. Another case of 'to the ground!' nerfs where a few tweaks would have sufficed. Worst addons in the game. Needs another serious rework.
Slinger - All he needed was maybe a longer reload time on misses. He is now as clunky as pre-rework Plague. Awful design decision.
@M1MASTER said:
EU is pretty much Nurse, Blight, Bubba, Huntress a good 80% of the time.
I think we did a pretty good job so far
Sadly, I've seen maybe 2 Bubbas not facecamping, and both of them got wrecked.
I don't see many Nurses these days, it's about 30% Blight, 15% Nemesis, 10% Huntress, 10% Nurse, 10% Spirit and the rest is a mixture. It'll probably get even less diverse as my MMR rises.
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@throwaway79465468797 said:
Video games dont inherently promote toxic environments... a lot of gamers are simply toxic and have zero desire to change their attitude for anything
Sadly true. It's the OG meme - anonymity + audience = words I can't say on the forums.
This is why games generally need some sort of moderation. And the weird thing is - it's worth the investment, even if it seems petty. Players will not only be more likely to remain in games with good communities - they also tend to recommend them.
@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2703057#Comment_2703057
Whether it is or not it does go to show one thing that it's getting borderline embarrassing that it seems common decency is getting thrown out the window. It shows that while some people might be just bming for fun like most games such as halo and such, there is a good amount that does not seem to understand when enough is enough and to stop.
Bingo.
There's room for rivalry and midmatch taunting while also drawing a firm line in the sand. Toxicity, if left unchecked always propagates outwards and eventually you have to overcorrect in the other direction, which tends to get really silly.
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2703056#Comment_2703056
Clicking a flashlight isn't even toxic. Telling someone to kill themselves is completely different. I shouldn't even have to say this.
It messes with photosensitive players for starters (I've got minor issues after a bad concussion a few years, and it definitely makes me feel headachy and nauseous at times - the first game in ages to do that), and I've had survivors say in postgame that they hope they can give someone a seizure one day.
But okay - what is the qualitative difference that separates those two things? Extremity? Then where is the line exactly, and why do you draw it there?
@BenSanderson55 said:
Some of the comments are just proving your point. A lot of disingenuous people in this community. In the same breath a person will say camping tunneling flashlight clicking are not toxic and part of the game, then these same people will get all defensive when you message them about them doing these things lol.
It's tricky, and always dependent on context.
Camping is the equivalent of a cannon rush in Starcraft. It's a cheese - annoying to face and more difficult to counter than to execute, but it's a tactic that gives easier victories. Tunneling is...just how killers are supposed to play. Get one person dead ASAP so you can assume control of the game. If you don't have someone dead by the time 3 gens are done, you're probably going to get 3-4 outed. These are both a balance issue, if there is an issue.
Strobing your flashlight, especially if you are using a macro serves no purpose but to irritate, taunt, gloat at or even potentially harm your opponent IRL. It serves no purpose but being nasty to other players.
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@Bassador said:
Is it me, or does it seem like playing killer is more of a chore than it used to be? I play both sides, and man do I smash killers as survivor/get smashed playing as killer. I’d like to hear all opinions, because damn if I’m not having fun playing this game anymore and seeing the queue times get worse.
It's tough.
Survivor is just tedious to me, but I completely understand how people would get burned out on playing killer. CoH was a mistake, and some of the nerfs that have happened to Slinger, Wraith, Cenobite and Hillbilly were ridiculous.
The best thing you can do is play a few games of survivor until you A. get bored and go back to killer (what happens to me on a weekly basis) or B. decide to stay survivor (likely why my queue times are still almost instant).
@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2701370#Comment_2701370
i dont know what brings a swf or survivors to spend more
money on cosmetics? killer are actually ones forced to buy chapters just becouse of meta perks :) optionally even cosmetics
- It's much easier (and thus less expensive) to make cosmetics for survivors as most of them have the same rig and very similar models.
- It's infinitely easier to make new survivors than a new killer.
- There are many, many times more survivor players than killer players particularly as you move past lower MMRs (and the longer someone invests time in a game, the more likely they are to invest money).
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2702031#Comment_2702031
I think that would balance it out. So? SC is just a bad perk. That’s why most people either brought a medkit or played injured before CoH was added. It’s fine for both sides to have good perks.
What?
SC was never a 'bad' perk. It could be extremely powerful when used correctly, but had a risk/investment attached to it. This is the epitome of a well designed perk.
The only reason you don't see it now is because CoH is a far stronger version of SC that applies to your entire team. It's not bad - it's just obsolete.
It'll likely see a come-back once CoH is eventually nerfed (which is inevitable, as this seems to be the common opinion of the Fog Whisperers I've seen opine on this issue).
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2703028#Comment_2703028
https://forum.deadbydaylight.com/en/discussion/comment/2703028#Comment_2703028
The game is genuinely well balanced, as a whole. The issue is when you move toward outliers which is where most people discussing balance are. They are newer players getting destroyed or high mmr players where the balance is skewed. In that middle sweet spot, the game is just how they want it to be. Behavior is not inept, they just do not value balance at the levels of play most commonly discussed from us, the vocal minority.
I'd strongly disagree that this game is balanced. And while balance is always a moving target, especially in an APvP game, there are oodles of commonly suggested fixes that would improve the situation immensely while not doing damage to lower MMR play (which is already rough for survivors).
It's somewhat more balanced than it was a year ago, and way more balanced than it was 2 years ago. That's about it.
The delta between 'S tier' killers and 'D tier' killers is enormous. This also applies to perks and addons.
The difference between getting DDS or Haddonfield on all but a few killers is night and day.
Survivors have the opposite problem - an abundance of 'A' and 'B' tier perks, but a handful of 'SSS' tier perks that are just so overwhelmingly good that not using them is essentially playing the game wrong. Hell, CoH is so powerful that it single-handedly eliminated attrition playstyles from the meta.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2702933#Comment_2702933
"The way people perceive it" isn't a good argument. These actions have meanings ascribed to them and the meanings are the reason people do them - the point is to aggravate the other player. Flashlight clicking is endemic to DBD, but tbags have a common meaning across game culture and it is unanimously a taunt. I've said this a lot, but "you're just perceiving it as aggressive" is the same logic that a middle finger doesn't mean anything unless you let it mean something because it's a hand gesture, and you shouldn't get peeved over "your mom should have gotten an abortion" because it's just mouth noises. Tbagging is a language. When your injured teammate walks up to you and tbags, they're asking for a heal, not communicating the location of the killer via Morse Code or expressing their feelings about the map. If you spawn next to another survivor at the start of the game and they tbag, they're saying hello, not asking you to follow them or telling you you suck. And you know this because you've been exposed to this before and it has a standard meaning in DBD. Likewise, survivors tbagging at pallets or the gates aren't saying "hey, great game, you played well!" or "if I vibrate hard enough, I believe I can achieve flight". They're taunting you.
So yeah. It's not the gesture I'm angry at, it's that the other player is being rude to me for no reason, and they want me to know that they're being rude to me.
I actually do think this game turns people toxic because of pent-up frustration with the other players, as well as some osmotic learning on the survivor side; you quickly learn that tbagging at the gates and yelling at the killer over X, Y, and Z is just what people do. I dunno, I browse the forum and Reddit often and practically the most common kind of post is people expressing how much they've come to hate the other side because of how they're treated in game.
https://forum.deadbydaylight.com/en/discussion/comment/2702815#Comment_2702815
I mean, it'd be even better if people just didn't do that and I wasn't faced with the choice of either wasting two minutes or vindicating a bunch of gloating children every single killer match I neither 4k nor farm in.
I also don't really see the differentiation between immature and toxic in this case? Toxic to me is acting specifically to try and aggravate other players, with no gameplay benefit or any gameplay benefit being a secondary goal to making the other players mad. It's often immature, but it doesn't make it any less toxic in and of itself. Unless we just have different definitions of toxic, which is quite possible.
Sadly, the devs have made their stance clear.
While I'm a bit salty that I got forum actioned for literally saying 'you're being a jerk' in a game that the devs have just agreed they are fine with anything short of hatespeech and serious threats in, there isn't really much I can do.
I will say that this will predispose me to be a little bit less nice and a lot less merciful ingame - and that's not going to be fun for the survivors I face. Which is a pity, but it is what it is.
I also predict that BHVR are going to hit the same sort of crisis wall that Riot and Blizzard hit at a certain level of popularity, where the community becomes so hostile for newer players that it starts to strangle growth - if it's not happening already. It'll be interesting to observe their stance in a year.
@GhostMaceNotCrusty said:
I'm sorry, have u played bloons?
No, I play proper tower defense games like Gemcraft :)
I used to play a great deal of LoL and HOTS, both of which had communities about as toxic as DBD is right now - both of which ended up with developers overcorrecting the other way and people ended up eating 14 day bans over mild negativity ingame.
This is the risk of allowing a community to fester like this. Toxicity is like a cut. A bit of anti-septic now is preferable to amputation later.
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@jamally093 said:
When it comes to Midwich it's a hard map for gens and such but the major problem is the exit gates it isn't easy to open most of the time because there's a difference between it and the game map. The game map has a bunch of obstacles to block the view of it and to give killers a bit of time to get to it but Midwich no obstacles to really block the view it's just move in a certain way and you can see the exit gates just need to be changed to it's a bit more easier for survivors to at least get it close to open.
No.
If anything, the endgame needs to matter more for survivors, not less.
Midwich is a pretty balanced map. Some really strong, safe loops and lots of hiding places, but it's not overwhelmingly enormous and actually has gates the killer can contest without flipping a coin.
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@RaSavage42 said:
Why again does this matter... Players play the game
That's all to it... it doesn't matter if one side or the other say what's "sweaty"
If you kill (all) survivors then good for you
If you escape (with or without your team) then good for you
Yea I may run perks that make sense to the Killer I'm playing but that doesn't mean anything (same with addons)
Eh...
As much as I enjoy this game, I don't think anyone could credibly argue that it's well balanced or that BHVR don't make silly, ill-advised or straight up terrible design decisions - or that they treat balance on both sides evenly.
Killers that were 'B' tier at best at intermediate-high MMR get nerfed because they are overperforming at low MMR (Wraith, Cenobite). However, killers struggling at low MMR don't get buffed because of concerns about high MMR balance (Nurse is the biggy) and some killers get nerfed seemingly because BHVR felt like it (Hillbilly, Deathslinger). This double standard is one of the reasons why people frequently call BHVR 'survivor sided' - in that they care more about the enjoyment of survivor players than killer players. And while I don't fully agree, I do think there is some truth to this. I cannot think of another explanation of why there were straight up infinites still in the game until maybe a month ago or why CoH, Dead Hard and the like which are so overpowered that they artificially restrict survivor choices remain untouched - or even get defacto buffs.
They aren't quite as bad or as stubborn as they once were, but they still have miles to go.
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@Gamedozer7 said:
Lets be honest with ourself for a second as a killer when you q up you know that your in for a up hill battle somewhat been the 1 in a 4v1. with that been said survivors get mad when killers are sweaty and not playing for fun the problem is that one sides gameplay is sweaty because its how the game is while the other side can be just as sweaty its chiller by nature and has other things outside of the main gameplay that you can do for fun. now my biggest issue is survivor always say don't worry about kills and the main gameplay and just have fun, see the problem with this is outside a few killers and there powers killers don't have much to do outside of the main gameplay to actually do and enjoy the game. using meme builds are not fun most the time for one side either gens just fly by because your have no gen defense and are not really effective in other areas of the game so its a bad time on the other hand they are extremally oppressive and the survivors hate it and have a bad time and say the killer is sweaty any way(impossible skill check doctor). People need to remember that this is a pvp game and what one side plays like is directly effect the other side in some way so if the killer is playing sweaty they are probably just playing the game and don't like to meme they enjoy the main gameplay and that's what they are doing they aren't playing that way to make you mad or say screw survivors yes there are people like that on both sides but i promises you most people are not do it to piss you off your not that importin to that person to go out of there way just to make you mad.
Otz actually did a very interesting series on this recently.
Killer is certainly the more demanding of the two roles - however...
What makes this game sweaty is essentially the power delta between 'good' and 'terrible' killers, loadouts on the killer end of things and SWF/maps on the survivor side of things.
If I'm playing Hag, with Hand+Egg and meme-y perks on Haddonfield and I get thrown up against a SWF of my skill I'm going to have to sweat or get stomped. I'll probably get stomped regardless.
On the other hand, if I'm playing Hag with Shackles+Rag with Surge, Ruin, PR and Devour Hope on Midwich against survivors of my skill playing solo, they are going to have to sweat or get stomped. They'll probably get stomped regardless.
This isn't just a matter of killer being harder. It's a matter of killer addons ranging from 'worse than an empty slot' to 'makes you blatantly overpowered if you know that killer', killers ranging from Blight to Pig power wise, SWF and solos being matched against killers of the same MMR and far too many killer perks being rubbish.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2702630#Comment_2702630
how is it difficult? medkits, toolboxes, maps, flashlights are friggin huge items that you can see from a mile away. keys? firecrackers? useless items and nothing to be afraid of.why tf are there people complaining on such a mundane thing?
Toolboxes, sure.
Medkits can be very hard to see, even on my display on certain character models, particularly if they have a reddish outfit. Flashlights are almost invisible.
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@Aven_Fallen said:
Time to wear the big boy pants for Killers and not dodge Lobbies because of Items. :>
(Personally I think it looks better this way)
I don't like it. Even on my monster OLED screen, it can be difficult to make out details.
I won't dodge a lobby because of items but I will definitely bring Franklins (and Hoarder on some killers) - now though, about a third of the models are literally impossible to determine what they are bringing - and that's on an enormous display.
I don't think the answer to dodging lobbies full of items is to make it harder to see those items. The answer is figuring out why people would dodge those lobbies, right?
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@Myla said:
I reckon this chapter is probably the best one if we're talking about Killer perk value alone. There's three different type of perks to hold off generators from Slow down, Regression and Lock down. I have been getting a lot of matches where there's no Ruin anymore but then again it could just be matchmaking being an idiot though.
Pain Resonance is a nice meta shakeup - you trade a bit of value and the risk of bad RNG for a lot of time saved and a bit of info.
Penti would be great if snuffing a boon broke that totem.
Grim Embrace is a good perk in theory, but in reality it just stalls the game out and encourages survivors to hide for the duration.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/300596/killer-lobby-zoomed-out-since-the-latest-patch
This is intentional by design.
The zoom is intentional, or the ability to conceal items on certain models is intentional?
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Shrug.
My own feelings are that I'd prefer a significantly nicer, more welcoming and sportsmanlike community - but the devs have spoken and essentially, anything short of hatespeech or threats are not only acceptable but an essential part of online gaming.
I think that this approach is more than a decade outdated and is going to come back to bite them, but it's not my game.
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I'm a fan of both the original Japanese version and the remake, but I'd agree that the remake version is significantly creepier.
That said - we'll have to see. I'm more curious about her kit and perks to be honest. Artist was fantastic but Cenobite was...eh.
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@crowbarman said:
@Laluzi I agree that most t-bagging is probably toxic, but you correctly call out the strategic use cases where it can be a tactic to try to pull off a tunneling killer from a survivor (same for clicking). Sometimes it does need to happen. For example, I looped a killer for a long time and they chose to stay with me - didn't t-bag at all. But after 2 hooks he kept coming for me. The team really went all out to try to distract him, and in that situation I think it's fair game.
But intense t-bagging and flashlight clicking, let's say after getting a stun at the start of a game, is simply meant to annoy, and fits the definition of toxicity.
This is why I've generally said that it's not possible for the killer to be toxic, except for possibly some excess hook swings (which in reality doesn't imply much meaning, but whatever).
The killer equivalent:
- Repeatedly hitting a survivor on the hook, in excess of one hit to stop the 'scream'.
- Slugging the last survivors and letting them bleed out, rather than hooking.
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@Mandy said:
I honestly feel that the word "toxicity" has lost it's meaning completely. Pretty much the only toxic thing is insults/slurs in the after game chat.
Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game.
And whilst you don't believe people are banned, if you saw how many messages that moderators get, and how many posts we have to delete due to people trying to appeal or complain about their game ban publicly, you wouldn't say that. Hate speech is bannable - they are temporary bans that do not show on their profiles (referring to Steam profiles here), consoles have their own methods for dealing with hate speech, as there's no in-game chat for these platforms. We do allow a certain amount of "smack talk" which is inevitable in only games, things like "gg ez" "baby killer" "noob" "learn to play" as well as swear words are not bannable, these are part of online multiplayer games (and yes people do report these type of comments).
As you can tell, I'm quite passionate about this issue (hence the prison bars).
I must disagree with you here.
'GG EZ' and postgame abuse is the sort of thing that other players may be straight up driven away by. Even in other highly competitive games (LoL, HoTS, Starcraft 2 etc.) once someone starts berating another player, it becomes something worth discouraging via a warning or a time/chat ban. I remember the days of the LoL tribunal, and if I recall correctly - something like 4/5 toxic players reformed after a simple warning.
Clicking wouldn't be so bad if the strobing effect didn't wreck me after a while, and my photosensitivity issues are pretty minor. Mostly, flashing lights are fine - but it's the speed and repetition of the strobe of certain macros that are difficult.
I also think that it's incorrect to compare camping and tunneling (which are cheesy gameplay styles) with teabagging and strobing (which are done purely to be nasty).
I wouldn't want to see anyone banned for teabagging - but I do think that flashlight macros may need a look (as they can actually aggravate photosensitivity conditions) and that a system to incentivize good sportsmanship may not be a bad idea.
At the end of the day, you get the community you create - and a good community draws players in who may otherwise not have stuck around. Final Fantasy versus WoW is a perfect example.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2702073#Comment_2702073
Holding the game hostage is bannable - and we do acts on reports of killers holding survivors hostage in corners for example.
I had a team a few weeks ago that refused to attempt to complete the final gen and just stealthed around the map - they'd given me a pretty decent 3gen and were sulking. They were very clever in avoiding AFK crows and I gave up after 45 minutes. They must have been having fun.
Another team 99%'d the final gen and then spent 30 minutes memeing on me with a pair of sabos, flashlights and bodyblocking. It was impossible to hook. Eventually I was forced to AFK, and in postgame they informed me that this wasn't 'holding the game hostage' as technically it was still possible for me to eventually win - but I could be banned for 'non participation'. I also vaguely recall reading something to this effect on the forums a long time ago - although I may be mistaken and it was Reddit or something.
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@Johnny_XMan said:
Just watching a youtube video of the one of the more consistent hackers. and seeing them thoroughly enjoying themselves in the comments about how "fun" it is to cheat.
Kind of disgusting at this point, because I reported them a while back when I faced them as killer and it looks like they are still out on the loose. 🤮
Yeah. They said they are looking into it - but these days it's a bit of a losing battle.
On one hand EAC is a joke. It's so easy to bypass that other games' modding communities include instructions on how with their mods.
On the other hand, hacking is so sophisticated now and such a money machine that even games with expensive proprietary anti-cheats have problems with hacking, unless their game is almost entirely handled server-side. It's sad, but as things stand - if you've got a spare 80 bucks a month (sometimes much less) you can buy a full hacking suite for basically any game.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2694479#Comment_2694479
Myers haves been my favorite since I started back in 2018. I'm sure it has alot to do with been a huge halloween fan.
He didn't feel any better like it was nice to have 2 traps base kit but it didn't change his game much.
Hag is ok I've played her a few times and never really felt her.
I was enjoying oni and then I went on a 7 streak of indoor maps.
It's really hard rn to play m1 killers because you can loop them or w them and it Judy wastes so much time.
Yeah, even at intermediate levels, survivors know how to loop and stall pallets out pretty damn well. It's why we have the current arms race with anti-loop and healing.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2694524#Comment_2694524
I prefer to save my Original Pains for Engineer's Fang synergy. "If you're going to run loops and pallets for days, I'll just Deep Wound you and go off after someone else for the meantime". Might unlock Pentimento for that one, or some other "go do this" deal if I can.
I definitely prefer Pain Resonance over Surge/Jolt, even if it's sometimes less likely to trigger. I find myself downing in deadzones way too much because of players who don't want to try to loop, and the info is handy.
Fair enough.
Pain+Fang is just...so dirty. I try not to run it much because it's one of the 'at least two people will DC before midgame' combos I find.
Penti is a bit of a stanky perk as savvy teams will just start booning everything, but that does waste a lot of their time at least.
Surge is just my 'comfort' perk. I run it on basically every killer that works with it (and occasionally killers that it doesn't work well on too). It's just so incredibly satisfying to use.
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@dugman said:
I think the builds I have the most fun with are
- Doctor’s “I want them to hear me coming” build. Usually something like Distressing, Unnerving Presence, Overwhelming Presence and Overcharge, or swapping out Overcharge for Coulrophobia or another terror radius based effect. It’s just kind of fun intentionally running the total opposite of a stealth build. 🙂
- Meyer’s various variant add-ons: Scratched Mirror, Vanity Mirror, Infinite Evil, or Tombstone. Normal Meyers isn’t my favorite killer, but all those variant playstyles are great. 👍
- The funniest build I’ve played is the “Flashlight Me” loadout. Lightborn, Enduring, Brutal Strength, and either Fire Up, Agitation or Mad Grit, Basically it’s a build where if someone tries to flashlight blind you at a pallet it becomes a free hit. The fourth perk either makes it even faster to break the pallet or makes it even easier to get a hit on someone trying to do a flashlight save. It’s a total gimmick but it’s hilarious when it works.
Ah, the good old ungabunga build. I do something similar with Pig - just replacing Lightborn with Spirit Fury and Agitation with STBFL.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2694523#Comment_2694523
Ah, no, this was Iri 1 (if you look again, you can see the pip gain). I got the Adept on maybe my second day? Deliberately, but I still got it super early. Same for the "mori everyone" achievement; that was a pretty fun one to get. Hell for everyone! :D
I'm super impressed you're writing a novel in the game somehow. 😋
About 1/2 of it has been written while in queue, so I'm damn well counting it XD.
