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SunderMun

SunderMun

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  • @dadadadadada said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136923#Comment_2136923

    Im juste stating what is happening i choose not to play until the pallet and breakout bug are fix. The killer who choose to stay need to assume survivor run the perk at all time so its better if they camp. I saw people who slug only too you cant break the hook if you are never on them.

    My biggest issue is why are the bug still not fix its starting to take a long time its almost like the dev dont care about the bug vecause the player are using them and they complain less

    I agree, I'm choosing not to play anymore until both of those bugs are fixed, too. And not some half-assed claim that they are when they're just as bad as ever like they tried with the pallet bug.

    I think the devs probably aren't aware as it's such a seldom used perk; I only found out about it a few days ago and the next day started seeing a rise in its use while playing killer while I swore not to abuse it myself.


    I took a break for about 2 months when the Clown buff came out because of a mixture of issues such as gamebreaking bugs, and haven't played nearly as much as I used to since coming back since there are yet more game breaking bugs, and now will not be playing anymore until after both are fixed.

  • @dadadadadada said:

    https://forum.deadbydaylight.com/en/discussion/245148/fix-camping

    Camping is the best strat for killer right now because of the breakout bug i see enough 4 man using it

    Yes, some of the elusive sweaty 4-man SWF groups abuse the bug, so let's just make everyone, including the majority of the playerbase that is filled with solo and duos, have a ######### time. Excellent addition to the community, aren't you.

  • Nope, they keep adding new design that either lacks an insane amount of forethought as if it was just shoved into the game without being finished (The Twins) or that ignores the entirety of a survivors' defenses (The Twins, Deathslinger, Spirit, Executioner) so it's only natural that plenty end up frustrating to play against.

  • Survivor: none, tbh.

    Killer: I'm torn between the Twins and Deathslinger. Both are worse to go against than the Spirit, imo.

  • @GodLikeTerror said:

    https://us.v-cdn.net/6030815/uploads/4IOFGKO19BQP/qwdqwdasdasda.png

    Usually the teams I see that run this at least get a few gens done. This game ended at 5 gens lol. If you come across this. Just attempt to slug and hook any no mither's. So they can't get back up unless running unbreakable, and try to push them to a corner where there is quite a few hooks.

    I've noticed a marked increase in sabo squads since this bug came out.

    I actually refuse to play the game until the post-mid chapter hotfix now, because both sides have bugs that make the game feel unplayable if they occur. (this is partially why I stopped playing for a few months when the Clown buff came out too)


    I lost one game to the breakdown bug as I didn't know someone had it until it was too late, 2 hooks on 3 people, 3 hooks on the other.

    My last killer game, half the map had no hooks by the time it was down to two people, and one person recognised this so they went to the corner of the map, (they had breakdown (: ) but when trying to hook them I found hatch. I watched the person until they had 2 crows and were almost fully bled out and then went to the gen that was right in front of hatch. It had progress, and naturally the person that was doing it was there because of hatch and hiding in the locker right by it. Easy 4k, but incredibly annoying. They then acted stupid in postgame asking why the hooks didnt respawn, etc. But clearly they knew; they'd been saboing that game too. Multiple games in a row had this, so I had to stop.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135974#Comment_2135974

    My worry would be the add on would become a must pick. Why wouldn’t you take extra charge time for no downside?

    I think the No-sleep (never sleep?) pils are really good; run enduring, let the survivor stun you, shorter charge time. Pretty good, imo and much more fair than the previous combo. I've used them to great effect.

  • @Dabihwow said:

    I got Adept Billy last night, and I was able to down a whole group in matter of minutes. But I do agree Bubba is better, the only reason i was able to win as Billy was because I'm a Blight main and I'm really good at blight but that's it. I do think He didn't deserve to be gutted to such a degree,

    Blight and Oni best bois <3

  • A good Billy is still terrifying and fun to face.

    The aspects that make him frustrating to play were there before the overheat mechanic; overheating is a negligible mechanic (and i don't think it was necessary) that really doesn't do anything but stop him forever revving tot keep someone in a corner.

    The new add-ons are meh. Some fun ones, and a couple of great ones, but nothing majorly oppressive like he had before.

  • No looping.

    No being a good teammate.

    Trying to survive is toxic.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133909#Comment_2133909

    Also another note you being able to win with clown means nothing. Just like me being able to win with Pig means nothing on the balance of the character as a whole. I am better with Pig than Spirit...... Is pig better???????????

    I never really played him consistently, which I wasn't clear about; I only ever played him for dailies and challenges because I knew how frustrating he was to go against.

  • Legion. Basically no power once survivors are injured.


    I see a lot of people saying Clown but this makes me cringe, because even before he got the buff that removed his personal slowdown on holding bottles, I had no issue with him in red ranks; an appropriate use of his bottle is a free hit the majority of the time. I'm average at killer, so can't in a million years consider him low tier if I consistently get good results.

  • @RepostRiposte said:

    They're shadownerfing the Twins so that Charlotte loses collision after 20 seconds so this won't be possible anymore

    If this is true, then good. That she can block the only entrance to a room with a hook, including the basement, while Victor is out, is ridiculous and shouldn't have ever been possible. And with the new change to BT, it should count too (even though the nerf that came with it was entirely unnecessary)

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132467#Comment_2132467

    At some point you have to commit to a down, or else you're giving up map pressure for a meme playstyle (hit-and-run) that hasn't worked since the Ruin nerf shifted the general playstyle into a more gen-slammy territory.

    I need to point out that the Ruin rework simply forced survivors to stay on gens or lose all their progress, but survivors already acted like this to begin with because pop and ruin were used every game anyway.

    When there's no ruin, there's no reason why they'd be more 'genslammy' and ruin, while common, isn't exactly in every game.

    As for committing to a down with regard to the person you're replying to...they'd likely have used up their Lucky break by that time anyway, and most maps make scratchmarks in the middle of chase redundant as it is.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131445#Comment_2131445

    I have a couple of clips from a game I saved that show what i mean, i will try to edit and post them later

    OK sounds good. I've definitely been robbed of a fair few hits as killers like Blight and Oni, but idk if its because of validation as before it was implemented I had this happen a fair amount anyway.

  • Easiest: Nurse/Hag, Meg/Nancy/Dwight

    Nurse is just really strong - you can 4k against great teams with her without any perks to begin with if you know her well enough; Hag is easy mode as she can lock down an area and has good perks under her disposal (yes, even third seal is useful to confuse survivors which is perfect for her power)

    Meg - Sprint burst and Adrenaline.

    Nancy - can heal herself covertly while also having the added benefit of avoiding sloppy, which is honestly a perk that hard carries a ton of killers. Also has a great information perk that helps both herself and her teammates.

    Dwight - Amazing information perk that is single handedly one of the strongest in the game without being obnoxious or OP. Also has a perk that makes doing the objective with someone else more efficient.


    Hardest:

    Hillbilly, David/Laurie

    Billy - Chaser emblem means you have to really play with your food in order to get the iridescents. I found myself intentionally trying to soft throw just to do this one. Getting the 4k's with 12 hooks was not an issue, however.

    David - No Mither. You're loud and likely to be tunneled to death.

    Laurie - Object. You're going to be tunneled. Through your DS, which honestly doesn't do anything to stop tunneling much as people claim it does.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131774#Comment_2131774

    No. Only faced him twice (as far as I know). First team we beat his Myers streak and the second was that game.

    I only ever faced him once to my knowledge, and someone in my game ran object. I had sprint burst, he found me first with discordance while the other teammate immersed in the area. He tunnelled me to death to the point that I just flat out DC'd, then finding out it was him and being severely disappointed that he played like that.

    This was also when he had bad internet, so his hits on me were questionable and it was a version of Shelter Wood where literally ever loop was T-L wall vs post-rework Doctor...it felt unplayable not because he played well, but because of a lot of BS and the fact I had no way of eluding him on that map while he hard tunneled (and camped - stayed within 10 m of the hook the whole time) me out of the game.

    Even though he did that, I have much love for him, but man it depressed me that he'd do that just because he saw OoO and SB.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131731#Comment_2131731

    I suppose that's fair. I think a "super coordinated SWF" implies extensive knowledge of the game though.

    Fair enough; I usually just take is as meaning effiicient, meaning always one on gen and making sure only one person goes for the save, etc.


    @Sluzzy I know you're probably being serious, but that is honestly the perfect mockery of the claim in the OP.

  • @[Deleted User] said:

    #1 was Fractured Cowshed as Myers and he got a 2K. 3 OoO. Not bad, all things considered.

    #2 was Ormond as Wraith and he got a 1K. I don't know the number of hooks or anything, but...it's Ormond. Ormond sucks.

    #3 was Rotten Fields as Plague and he got a 3K. Not exactly a loss now is it?

    This title gets an F from me.

    Also Otz doesn't really main anyone and is more focused on helping everyone else get good at the game, or going off and trying to find what works best on all the killers. He's more of a jack of all trades kind of guy IMO. I don't really consider him to be that incredible mechanics-wise, nor do I expect him to be (that's not meant to be offensive, that's just how specializing vs not specializing generally works). Super coordinated SWFs that only play survivor and run meta builds should beat him reliably, unless they aren't playing in full optimal tryhard mode.

    I agree overall, but the last part isn't really true as playing survivor comes with the challenge of needing to know the ins and outs of every killer in order to be able to evade them.

  • Ugh the entitlement is real. A survivor is allowed to wiggle if they want. If you slug them to waste their time out of spite for that, you're what's wrong with this community.


    Edit: ah, it's the killer main that feels entitled to free kills and believes that all bugs favouring the killer should be kept in. Checks out.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832666#Comment_1832666

    This.

    After hit validation was introduced, i feel that I'm getting robbed of hits a lot on nurse. Stuff that should connect and doesn't, and I honestly feel like aim dressing towards objects has increased too because of this (survivor kissing a rock or other stuff and my camera turns towards it despite me not moving my mouse at all). Basically as killer i feel punished a lot more even though my ping is perfectly fine.

    However, as survivor i don't notice any difference. Some questionable hits happen, but not that often

    For reference, I play on EU servers with 35-45 ping

    I've found a decrease in these issues, but it definitely still happens a fair amount, also EU (UK) with same ping range as you.

    As survivor, as usual, a ton of quesitonable hits, but that's partially because EU server is plagued by VPNing killers and a lot of people from regions that didn't get their own server on over 100 ping.

  • @FrostySeal said:

    Dang, I never actually thought about this before, it makes much more sense now that I think about it although I'm kind of worried that if they do nerf the spirit and add a fatigue that she'll become too similar to the other killers that can catch up quickly, more specifically Blight.

    Nah, you can see Blight and counterplay/mindgame accordingly based on what he's doing. With spirit, there's still no real mindgame you can do since she lacks feedback.


    OP, I have to agree that this is pretty on point and something I did kind of notice with missed hits; it's frustrating to have her mess up and still get to catch up and hit you anyway about a second later. This is actually a common theme with quite a few of the more recent killers. Twins, Slinger and Executioner all have this issue of not being punished for their mistakes all that much, if at all.


    I do think an increased missed attack cooldown on phasing should be looked into, however I don't think that a cooldown should be applied in the case of her not swinging, as that would be too punishing, imo. Especially if they actually added feedback to her power usage, which the game oh so desperately needs.

  • @Kirkylad said:

    I'm not sure what it's called because I don't use it but the one Nurse has where she makes a survivor scream when she blinks past them. The majority of the time you're already going to be chasing that survivor so I find it pointless.

    Idk if it still has this effect, but when her add-ons were first reworked, it would cause the survivor that she blinked through to have a gigantic lag spike/frame drops and so she'd get a free hit every time without fail since they basically couldn't move.


    But it also isn't a detriment to her even if it doesn't do this, so I wouldn't say it counts for this purpose?

  • @Mandy said:

    I expect all killers to have BBQ tbh, cos why not, it's such a good perk!

    But yeah, it's LF's teachable perk so I would really expect it on all of them.

    You counter BBQ in a few ways, either get within range when the survivor is being hooked, hide in a locker or take the chance and be prepared for a chase, it depends on what I'm doing as to my actions. If I'm on a Gen and I can get that Gen finished before he gets to me, then I'm going to finish that gen and take the risk of getting downed. The worst thing is, if that gen is in the middle of nowhere as against LF you're pretty much downed then without much chase (I love the chases).

    I wouldn't say it's necessarily that good a perk, but it can be if survivors don't bother to play around the fact that it's likely to be on. I usually have it on for BP more than the tracking, same with WGLF and it's positive.


    Ngl, all the gens in the middle of nowhere are getting a bit much now, though you make a good point. :P

  • @Cornpopers_Evan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129509#Comment_2129509

    Well, if it's anything like the mobile version(at least from what I've heard, haven't played with it) the AI in that game are impressive and good... a little too good actually. We're talking basically killers that have range abilities that will never miss kind of ordeal.

    Different dev team. I don't have much confidence in the team for main DBD given the lack of QA testing they clearly have and the quality we've been receiving for a while now.


    I'd love to be proven wrong, however.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129491#Comment_2129491

    Why do you keep writing and writing. I asked you if there is a bug that gave killers a free win like how finding a key does for Survivors. You keep bringing pallet stuns. If a killer was so close to you that he was able to hit you BEFORE you threw the pallet (and if you think you threw it before he hit you you probably had a big of lag) then

    1. That was your fault
    2. The killer won't win because he got a hit on you

    It's as simple as that, the pallet not stunning the killer DOESN'T GIVE HIM A WIN, just a hit, it just gives points, same as how bullshit flashlight angles still can blind the killer to the point picking someone while facing a wall is pointless.

    There still isn't a single bug that gave killers a 4k to win the game, meanwhile there is a bug right now that gives survivors a free win without even having to work for it.

    You have literally no idea how this game works and it shows.

    I've seen what you do all over the forum, you go into personal attacks and rage at people while strawmanning the hell out of them. These discussions inevitably get closed in part due to your own involvement.

    Again: There is no bug giving survivors a free win by finding keys more often. I have already explained why you perceive it this way, but you chose to ignore it.

    You know exactly what the problem is, but you deny it because you feel entitled to your free wins. No one, on either side, is entitled to a free win. That is boring and unhealthy for the game. Have a good night.

  • I wouldn't like to see the quality of AI we'd get, tbh.

  • They need to fix Victor's hitbox. It's the size of a pallet.

    I agree, camping needs to be far weaker. Your ideas are definitely in the right direction, but idk if it would be enough.

    They also need a bigger punishment for messing up and letting survivors crush victor after failing a pounce. It's so easy to land and he comes back after only about 5 seconds so if she unbinds midchase, you can't do anything even if you make him miss.

    In return, they definitely need to be made more fluid; swapping between needs to feel much smoother than it currently does.

    Chases with Victor also need to count as chases for both sides; it's not fun playing and getting no points because of the lack of forethought in the design of the character you chose to play.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129470#Comment_2129470

    So no, there is no bug that gives Killers a free win like how finding a key in a chest is GG for the killer immediatly with no way to counter it?

    I don't care about you being some drama queen that thinks a killer not being stunned because you didn't wait for him to completly pick up the survivor before throwing the pallet is the end of the world. It isn't, and it doesn't hand the killer a 4k.

    Except if it is happening consistently and allowing them to hit through the pallet too, it is a free win.


    You didn't understand what I said there. I was arguing the killer's side with regard to the pallet save...I was making a point that there are plenty of bugs that ######### over both sides and make it frustrating, but a few games out of 30+ is not an incredible problem.

    Far more games have survivors bring keys into the game beforehand. That is a problem tit makes sense to complain about, because it does actually happen a fair amount.

    Again, I'm not talking about pallet saves. I'm talking about literal mid-chase pallet use. Where recent map design is such that if a survivor doesn't get the stun, they have to take a hit, it breaks the flow of the game completely to have a bug that prevents stuns from working, often giving a killer a win they didn't really earn. It's favoured me, too. And no doubt it's favoured everyone here complaining about some supposed resurgence in the chances of finding a key aplenty, as well.


    Please actually read what is being said rather than finding a way to strawman me. It's unbecoming.

  • Pallet stun bugs happening consistently hands killers wins they shouldn't get because it saves them a ton of time. This bug has been in the game for weeks. If you don't see how this is such a big problem, then you have literally no idea how the game works.

    When the Clown rework came out, there was literally a bug in the game that caused the killer to desynchronise from the server and gave them free hits on survivors that were unpredictable and it took over a month to be fixed.

    Hit validation doesn't function, and console killers get handed free wins for using wifi. Similar, but lesser, effect to killers that VPN to places they have 400 ping to.


    I also stated a number of bugs that is survivors abuse them make the game equally frustrating and unplayable for the killer if they make sure to go down in a specific area every time, for example. These are much more high priority than fixing a nonexistent bug with keys.


    You claim whataboutism, but that isn't what it is: I'm saying it literally isn't a problem, because it's not really happening. It's about individual perception. You lose a game because of a key and you focus/dwell on it, and because of that you perceive it as happening more, because it frustrated you.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129249#Comment_2129249

    Such as? Haven't heard of any bug that gave the Killer an easy win. Where do you find this bug that instakills all survivors so you get a 4k with no effort required?

    Amazing that a survivor's bug gives him a purple key whenever they open a chest so they can just leave through hatch without finishing objectives (ah but not before making noise so the killer knows where the hatch is so they can teabag a little before leaving) but killer bugs are what? Trapper hiding his traps under stairs or something?

    Are you really not noticing yourself not getting stunned when you should be as killer? LMAO. I've been literally trying to let survivors stun me to test how consistent it is and 90% of the time it won't work.


    Also let's not pretend the patch with the Clown buffs didn't break the game for survivors, too.


    Out of interest, how many keys have you seen in your games that weren't brought in? In my last 30 or so killer games I've seen them...three times? One time with Plunderers on a survivor. And only once did it involve more than one survivor escaping. They were a SWF, though.


    There is also the breakdown bug that breaks the game for killers, too. I had to bleed out a Nea that was abusing it before and lost a killer game (1 K but everyone else 2 hook) entirely to it's use meaning two different hooks that I used at the beginning of the game, before a gen was done, never respawned. I find this much more gamebreaking than keys seemingly appearing a bit more.

    An honourable mention for an horrific bug is the one that allows survivors to phase through killers in order to pallet slam them when they pick up a downed survivor by pointing as they begin the pickup animation, removing counterplay for the killer in order to avoid the save. Had that in combination with breakdown sabo squads a few times today, as well.

    I have, however, been finding a lot more purple flashlights. I'd say it's just me actually being lucky for once because normally i just find brown toolboxes and broken keys as survivor.

  • It is odd and frustrating but let's not pretend that it's worse than the bug that makes some games unplayable for survivor from the very start, that the devs lied about fixing.

  • Weakest- Legion. Trapper with no power, basically.

    Strongest - Nurse. literally no counterplay when you go against their mains.

  • @JPLongstreet Trust me, anyone that doesn't have a beast that shouldn't be necessary to run such a low quality game has been complaining for this for all platforms in general.

  • It doesn't matter much for your own performance, in fact it typically boosts people as on console they sue wifi. When I play survivor, I can tell if the killer is likely console (or at least high ping) because everything they do is laggy which boosts them massively.


    Can't really complain about lowered FPS if you have a current gen console, either. Since all the graphical updates I've been having consistent frame drops to a point where I genuinely feel sick while playing killer sometimes. On PC. I still do pretty well.

  • @Someissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126603#Comment_2126603

    MMR is still here though, i only get matched with high ranked survivors

    Rank based matchmaking =/= MMR based matchmaking.

  • @Someissues said:

    I am against Ranks, because theres no incentive to play on High Rank, its very stressful as killer on high rank, i just facecamp ppl to death to Derank myself out of it

    6 years and still no rank rewards despite they promised on Launch

    When MMR eventually comes back, we'll get one, but i think it's stupid that the rank reward hinge on that since rank will still work the exact same way as before.

  • Make the game sweatier, basically.

  • Lower RNG on traps; faster movement speed while crouching. There's literally another killer in the game that can spam crouching for almost no repercussion, whereas she has to invest time into it, yet her crouch speed is much slower and she doesn't even have a stupid exposed mechanic.

  • I've said so many times what would make him more fair on both ends.


    1. Remove the exploit on reeling;
    2. Remove instant ADS and have a cooldown on it so he can't just repeatedly fake it for a free M1 and there can be some counterplay;
    3. Make his TR actually consistent with the fact he's not meant to be a damn stealth killer;
    4. Fix Deep Wounds so that it doesn't go down in chase in addition to the running stipulation so that your screen doesn't go completely black when playing well;
    5. Increase max possible range if these changed went through so that good deathslingers can go for insane trickshots while it's not totally unfair/oppressive;
    6. Increased movement speed while ADS if the changes from 2 go through.
  • @maaadinsomniac said:

    You need to just wait for whole animation and don't move at all

    Again, done. Tried it in many different variations. If it's not consistent, it's bugged because it doesn't function correctly.

  • @[Deleted User] said:

    How close are you to the killer while pointing? I had to be right up in their grill for it to work.

    I had a few games where I was literally chasing the killer in order to do the challenge, but nothing. it's a buggy mess, which is sad because it's one of the only incredibly specific challenges that I don't believe is incredibly stupid/frustrating to get if the game functions correctly.

  • @ThanosPAWG said:

    I heard from someone's leak that they we're going to reduce the grind by making it only 500xp to get 1 rift fragment and after each level of the tome you get more at the end (10, 15, 20, 25) I think. I know stuff like that can change last minute but hopefully it gets added.

    I hope so but I doubt it. Tome III was the least grindy so far, and during that they said the grind was going to be decreased...and it increased heavily with the next tome. We started getting less fragments for challenges, etc.

  • @HuDawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119366#Comment_2119366

    If a killer is face camping the survivor then the camped survivor is useless he wont provide so i see no point in staying

    By staying they're keeping the killer in one place, away from the rest of their team, meaning that you are allowing them to get the gens done. All gens can be done by 3 people in 3 minutes if they can find them right away and each person sticks to their own. Assuming you didn't go down instantly, that leaves room for a 3 man escape at the very least, punishing the scummy killer player.

  • It's justified but gifts the killr a free 2 K at minimum since they can now facecamp someone else and gens will be done slower, thus messing up your team.

  • @GoodBoyKaru said:

    I'd suggest doing it too, as the 2nd to be interviewed. It was fun.

    https://forum.deadbydaylight.com/en/discussion/comment/2118053#Comment_2118053

    II wouldn't say it let's people understand you better when I got called survivor main scum earlier today despite the fact I said I mained killer 😂

    That's the DBD forums for you!

  • With reference to the conversation above, by very clear definition; 2 dead and 2 escape through the gate is a tie. Anything different would be either a win or a loss.

    2 people escaping via hatch would probably be a technical win, but also a tie.

    But this game isn't really about winning or losing, but the tug of war. The lore actually fits the gameplay really well in this sense, but hypercompetitive people are hellbent on ruining the experience for others.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114810#Comment_2114810

    Likely.

    We have NO idea of what variables they took into account. For example, we know Red Rank Kill Rate only means the Killer was Red Ranked, the Survivors could be Green.

    No, red rank kill rate actually only took into account survivor rank, but if a survivor depipped out of red rank, they were disregarded and if one pipped into red rank they counted.

  • @Lord_Tony said:

    Seriously don't do this.

    hasn't even been two weeks since trickster and they about to announce a new killer.

    stop adding new killers that will take you forever to balance and just focus on your current roster of killers that are weak and need balancing right now like trickster

    I mean the chapter is only announced because of the Capcom RE event that happened; they'd have almost definitely left it for their anniversary livestream otherwise. We don't know who the new killer is yet, also.

  • @mihalis00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2116086#Comment_2116086

    Have you ever tried killer? Have you used a killer that needs actual skill?

    You tell people to converse pleasantly and then respond to my own experience with this. Beautiful.


    I'm red rank on both roles, I play with consistently dropping frames and I know how to play all killers to that level.

    I'm a legion/oni/blight main. None of those killers are 'easy' and they definitely require skill.

    I also do pretty well with Clown, even long before he got the buff to remove his slowdown, in red ranks. And matchmaking was much, much better then.

    But as I said, I play all killers to red rank quality, because it's not that hard to do given that the emblem system and solo survivors means a lot of people are boosted, literally.


    I also must point out that just because I say that I'm red rank 'quality' that doesn't mean I think I'm good; I'd say I'm average despite this because, as I said, emblem system is trash.

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