SvarturSteinn
SvarturSteinn
About
- Username
- SvarturSteinn
- Joined
- Visits
- 80
- Last Active
Comments
-
I'm rather convinced I'm somehow locked in Iridescent tier, I can spend whole days getting no kills on purpose and still meet streamers that do their absolute best to win every match, have p100 characters, and my highest killer is p9 >_>
I'd love to know what my actual MMR is
-
I'm honestly astonished that they would allow this to go unchecked since 2018;
Then again we're fully aware that BHVR has a severe allergic reaction to anything that even has the smallest chance of buffing Pig.
Determine layout > Populate Generators > Populate Killer Interactable > Populate chests > Determine Spawn Points.
-
@Aurelle said:
This has probably been said many times already, but I want to give my opinion on killer in it's current state.
Killer is very stressful to play right now and it really shouldn't be. Just to give some perspective, here's what killers have to keep track of:
- Managing generators
- Managing the 4 survivors
- Chasing survivors around loops, windows, etc.
- Downing and hooking survivors
- Putting out Boons (If the survivors bring any)
And all of these can be affected by maps, map size, perks, etc. The current survivor meta doesn't help with the stress factor on the killer side, either. The survivor meta right now is to put up Boons, quickly heal, rush gens and get out as soon as possible. This why some (if not, most) killers have resulted to camping and tunneling or using No Way Out and NOED. Because it's the only way to win as killer right now.
All I'm asking for is some QoL improvements for killer and balance things on the survivor side so killers can actually have a chance. This game should be fun for all players, not just one side.
I'd just like to add an addendum to this because killers are also expected to memorize map tile layouts so they know which random blocked doorways they should kick, and shouldn't kick, as opening certain ones make the tile stronger for survivors.
-
Some very important things to note about the current stats of Anti-Cheat BHVR is currently using has some flaws in it that are severely hampering their efforts to deal with the cheating issue.
One of the most glaring problems is that the software does not have a log file on the match so the only way they can have any supporting evidence of cheating is when a player provides video evidence directly to them because the only logging that the Anti-Cheat is doing is in the pre and post game chat.
Actual gameplay logging would improve the cheating issue massively.
-
The three top performing killers right now it wouldn't surprise me in the least if it was;
Nurse; PC
Blight; Console
Plague; Both
-
I wish I could contribute to this, I was playing a game as Ghost Face on haddonfield against a bully squad and they legitimately wouldn't get off my heels for more than 5 seconds around the exact same hook so I had to keep trading the hooks until finally they ran out of unbreakable and DS, but I'm the camper. XD
-
Changing the TR and not just giving him a lullaby seems like a huge overcorrection.
-
This year could really use a song like this;
-
Corrupt intervention; for a very long time has been consistently shown value for the majority of killers, I don't especially love it on legion though since it encourages survivors to split up at the beginning and a strong start can make or break a legion run.
Deadlock; I've been including in a lot of builds because efficient survivors always split up and try to do multiple generators so having that 30 second lockout has saved my bacon quite a few matches.
No Way Out; I've been finding value in in every match, I'm always able to on the back of a single perk get at least one or two more hooks (Potentially kills even)
Scourge Hook - Pain resonance; Generally it works exceedingly well but once in a while the map RNG doesn't play nice with you, particularly on maps like The Game, or Midwitch they can be inconvenient to get to. Very wide maps such as Red Forest or RPD it completely fails when you have all your hooks on the wrong side of the map.
NOED; For when you have had enough of the dominating strength of survivor perks. Killers that don't want to deal with the 3rd health state that Dead Hard has firmly wedged itself into being the 3rd most popular perk to run in DBD currently, second being borrowed time, and top of the list goes to CoH. The second most popular exhaustion perk in terms of strength is Overcome, again something that NOED will counter. When all you see is meta perks stop lying to yourself you're a bad payer for bringing something that functions as intended. Anyone that wants to argue this perk isn't doing the community any benefits because they're trapped in an Us vs. Them mentality.
One perk I would like to mention that I don't see a lot of use of, and surprised by the lack of it being used is;
Fearmonger, formerly known as Mindbreaker.
This one gets overlooked a lot because everyone usually just remembers it as;
Whenever a Survivor is repairing a Generator, they suffer from the Exhausted Status Effect.
- If the Survivor is already Exhausted, their Status Effect's timer will be paused.
- The Status Effect lingers for 3/4/5 seconds after the Survivor stops repairing.
The new updated version now is; Whenever a Survivor is repairing a Generator, they suffer from the Blindness and Exhausted Status.
From a survivor perspective of this one being blinded while I am working on a generator is so much information I can't relay to my team if I'm on coms. Not only that but every time I catch even a whiff of a heartbeat I know I have a 5 second window I have to burn off before the chase even starts or I'm running exhausted. Something to consider if you suspect a SWF.
I promise you if you're a high mobility killer you're going to love this new version of the perk.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/302343/what-maps-should-be-removed-reworked
Eyrie - the density of strong gyms is too high and the hooks on the rear area of the map are too sparse. A single sabo can create a complete deadzone. There is an 'unpickup-able' spot in the main structure.
Asylum - There is an 'unpickup-able' spot in the main structure involving the lockers. Remove dual locker spawns.
Haddonfield - too much to even really go into.
RPD - miserable for both killer and survivor. Split it into two or increase hook density for starters.
Swamp maps - remove logs from the sides of the map, increase hook density. Remove the 'pog log' spawn from in front of the main structure, as this causes a pseudo infinite.
Badham - increase hook density, remove some windows from certain structures.
DDS - remove dual locker spawns, add some gyms to the edges of the map.
Midwich - increase hook density (although apparently this is a bug right now).
The Game - remove some of the clutter from around some of the pallets, to make them a little bit less safe.
Cowshed - remove one of the cow trees.
Mother's Dwelling - remove the gen from the roof.
All of this, saves me so much time typing.
-
The devs have come out saying more than once they are committed to making the solo queue survivor experience to feel as rewarding as possible.
This obviously breeds a sense of entitlement and you'll come across a large player base that feels they earned their victory.
Anytime you even slightly inconvenience the players as an antagonist you'll see a large number of posts complaining about how your playstyle is unfair to them.
This sense of hindering their privileges is your bread and butter, your schadenfreude.
For ever T-bagger, for every flash light click, when you see them decry camping, tunneling, you're doing the will of the entity.
Endure, adapt, become the salt in their wounds.
-
@Swiftblade131 said:
MMRMMRMMR
It happened again today XD
I know the devs admitted they wanted the game to feel better for Solo queue players but this is ridiculous. lol
Killer was a real trooper this time though, stuck it out for haddonfield.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/302346/why-does-dead-hard-have-hit-validation
Because people complained that it sometimes seemed to arbitrarily fail (the 'exhausted on ground' issue).
However...
Dead Hard felt like it was balanced around these quirks, and was still the most common survivor perk by a mile. Now it's just horribly overpowered and if the new validation issues (fake hits and eating certain killer powers) can't be fixed, the perk will need to get nerfed pretty hard to account for these.
Honestly, remove the iframes at the start and end of the animation. Let it be a dodge, not a third health state.
Personally it is the invulnerability that really seems to make me feel like this perk is far stronger than intended.
You thought I was standing still but it was me, Dead Hard! YEETS over pallet and moonwalks away
-
Corrupt is just reliable value for stalling a few generators, it tightens up the patrol of an early game but for the 2 minuets it provides that's also 2 minuets I'm handing to the survivors to spread out and eliminate any glowing bones on the map because for me to patrol the dead zone I just created would be foolish. You run corrupt, you shouldn't run any hexes.
Pain Resonance is very easy to fool as well, it's no different that feeding false information when you know the killer has perks like Thrilling Tremors. You see the killer approaching a hook and you're working on the generator? Just let go for a few seconds. If it explodes and doesn't make you scream the killer is likely to assume no one in there most of the time, why trek across a map to a generator you've just been told is regressing. Also with how girthy maps can get the 4 hooks can be placed in extremely inconvenient positions, RPD being the most blatant offender.
Are they good perks? Absolutely.
Do they have drawbacks? Absolutely.
-
I'm not even sure where I feel about this because it can be used and abused in different ways.
I'll admit I can sometimes lose track of who I most recently hooked because I switch around who I'm hitting because I find it more fun to spread out my pressure and actively look for those chases. (Robbie ❤️) but on that same coin I can see how knowing how close someone is to being knocked out of a match would result in "Tunneling" because I caught them out of position and as we all know according to the survivors rulebook you're not supposed to hook the same person more than once. 😏
-
@Chordyceps said:
I never really understood the devs saying that rank was an indicator of time playing the game and not an indicator of skill. That might be true to a certain degree, but like, if you've been playing the game for a long enough time to hit red ranks, and you aren't getting more skilled at the game from having played that long, then, uh, I don't know what to say.
I figure it would of been a bit rude of me to post the killer's profile but since everyone seems to be wondering yes there was a large gap in hours played at least from what I could tell on my part at the very least since 3 were console. I have about 800 hours, the killer had about 200.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2721275#Comment_2721275
If you read the second post that say they are not sure if it was a new killer so he was probably one of the survivors.
So pretty much what I was able to observe from the game was that I was a solo PC player, the other three were a console SWF. One of them was a dedicated perk design to harass the killer being able to make a hook, that's why we see sabbo, MoM, and breakout, not always a great build but when they reliably know they can retreat to a boon totem it becomes much easier to keep harassing the killer, you see the down you position yourself nearest a hook, break the hook you see the killer approaching and generally from this point on breakout will guarantee the drop as they try move to a new hook.
-
@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2721262#Comment_2721262
I'm not here to ask for a perk's relevancy. I asked for clarification on how a single screenshot that provides no context whatsoever can bring any meaningful conversation to the table.
I repeat:
and the worst part is, the OP deliberately cut out the most crucial part which could've provided some context on whether they escaped or not.
I don't get what this screenshot is supposed to point out.
"Deliberately Cut Out"
Mentions in title the killer left the match
I'll just have to remember not to crop off showing the killer with 0 points just to ratify your privilege.
-
@Voodoo_Thirsty said:
Ranks don't really matter any more... you know that right?
I've seen some pretty headless rank 1 survivors running around and real pro silver 3s carrying the game.
Just because a red emblem with a stick in the middle is there doesn't mean that they're good. Don't be intimidated.
Oh the ranks aren't the issue here, it's the fact MMR put a killer with literally a cobbled together half-baked build out of necessity against survivors that literally had them beat in hours by magnitudes.
-
@StarLost said:
Before anyone chimes in - yes, grades are not reflective of matchmaking, but 4 Iri 1 survivors versus a Silver 2 killer does suggest that something is a bit squiffy.
I'm not sure whether this killer is new or prestiged, but not having all your perks against that squad...oof. Yeah, it's discouraging.
Hopefully the midpatch tweaks some things. The last one was really great.
Killer was pretty chill in post game chat, just hit level 50, still hasn't unlocked more than 3 pages of perks yet.
-
As long as this stays as the norm you'll continue to see queue times skyrocket.
-
I find most of the time if I queue in as killer after 11PM matches just get so dripping with survivor sweat I have more fun switching sides and just enduring the longer queue time so I can browse the forums before and during matches.
-
So true
-
@jamally093 said:
So was in a match with a Ghostface who slugged everyone and three people bled out one dced so who many points because I know killers lose points for making survivors bleed out but how much should they lose?
Depending on hook states the killer already loses out on a minimum 500 BP letting them bleed out, up to 1500 BP, on all four survivors this can escalate to 6000 BP.
I also forgot to add in struggle phase which is another 200-800
Sacrifice also doesn't give the bonus 200, or 500 when gates are open, so, that's another up to 800-2000 lost.
-
@StarLost said:
- I'm able to stall the game out essentially forever while still being within the 'rules'.
- I'm able to gain a substantial bonus to information and coordination without inflating my MMR.
- I routinely lose games not due to my own errors or the skills of the other side, but because someone else played poorly or gave up.
- I often feel like I personally have little control on the outcome of the game.
- I give photosensitive players headaches.
- I don't get enough BP on games where I lose.
- I control how the game plays out mechanically.
- The vast majority of my perks are boring and unengaging, even the powerful ones.
- I enjoy map offerings and further hook offerings.
- I tend to DC a lot.
- I wish I could play against a wider variety of opponents.
- I think double locker flashlight saves, pseudo-infinites and unhookable deadzones thanks to a single sabo are fair.
- It's expected to let me also win if you are winning.
- The other side often has the power to determine whether I have fun or not.
- I spend way too much on cosmetics.
- I'm not always aware of how frustrating it can feel to be on the other side.
- I should really play more of the other side.
https://forum.deadbydaylight.com/en/discussion/comment/2719505#Comment_2719505
- I wish I could use my 4th perk slot, but it's permanently dedicated to reducing the BP grind.
- Some of my addons are going to have to get nerfed.
- I routinely try to give the other side a partial win.
- I control how the game plays out narratively.
- I'm so used to being nerfed despite my character of choice being mediocre at best that I try not to enjoy myself too much.
- Most of the game's quirks, imbalances, nerfs and extant bugs cut against me.
- It feels like I'm held to an honor code that the other side isn't.
- I'm constantly paranoid about griefers, hackers and SWFs.
- I cannot hear the opening bars of the Halloween theme without shuddering IRL.
- I wish that I could play the character I enjoy and still feel like I have an equal chance of winning.
- I sometimes expect someone to pop out from behind my couch with a flashlight when I pick up a fork after dropping it.
- If I provide feedback on the game, the other side will paint it as partisan hatebaiting.
- I'm not always aware of how frustrating it can feel to be on the other side.
- I should really play more of the other side.
https://forum.deadbydaylight.com/en/discussion/comment/2719684#Comment_2719684
You're not helping.
https://forum.deadbydaylight.com/en/discussion/comment/2719652#Comment_2719652
You're not helping either.
- DH isn't a free win, but it can amount to a third health state if used correctly and if BHVR can't fix the validation issues eating powers and giving fake hits, then DH will need to be rebalanced to account for this.
- Moderately safe? That's fine, as long as there's some way to play around it. Being 100% unhookable with a single sabo or being able to completely guarantee a flashlight save? That needs fixing.
- Playing your absolute best and feeling like you lost because of your choice of killer/being sent to a specific map isn't fun.
This response made my day today ❤️
-
@bm33 said:
Oh look, a bear instead of more us v them.
https://us.v-cdn.net/6030815/uploads/KQQRNBYX2L2K/fb-img-1637345217209.jpg
This is a very cute bear
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2719532#Comment_2719532
Yes. Unironically.
Also on the unironic complaint list was No Mither, WGLF's healing buff, Soul Guard, For The People, Vigil's buff, and someone bragging about their "Victory vs a meta 4man" where there were 0 Exhaustion perks in play and only 1x BT. No DS, no UB, no anything.
People will ######### and moan at the most idiotic things. This is the case for players on all sides of the spectrum. Creating these us vs them posts helps nobody, however, and only deepens the already mile-wide gap, creating even more conflicting feedback and making balancing according to the majority vote all the more difficult.
I must be pretty weird then! I think DS is in probably the best spot it could be. Most builds I have success with reward hooking multiple survivors. (BBQ stacks plz ;.;)
I don't know enough about blight to comment, I never played much of him yet, but from what I have seen his ring does seem to lean on the very strong side of things.
-
@Heartbound said:
I did the gen and maxed out on objective, time to click the flashlight for that pip.
Prove thyself gets a pass because the BP gain is shyte without it ;P
-
@GoodBoyKaru said:
Tell me you're a killer main without telling me you're a killer main.
I'll give you a few easy examples to get started;
Lithe is overpowered.
Alchemist's Ring Blight is perfectly balanced.
Decisive Strike needs another nerf.
For real, though, can we please please please please cut it out with the us vs them, pit one side vs the other, absolute levels of bullshittery we have here every single day. Both sides have valid issues to deal with, and both sides deserve to have complaints to listen to. Pitting everyone against each other with every single ######### post is so tiring and the antithesis of the word "productive".
Please, just stop.
Wait, people complain about Lithe? O.o;;
-
@Shroompy said:
Tell me you're a killer main without telling me you're a killer main:
I run BBQ and Chili because the bloodpoint grind is terrible.
-
The best thing about this patch is it finally gave me a solid, concise and reasonable reason to quit the game entirely knowing I played it in it's golden days as it's all downhill from here.
-
Even a 2 man can beat your 3 gen with a boon totem in play, you'll never make it back in time to deal with one before the other is healed and back on the generator. If you run out and snuff the totem then you lose one of the generators. If you commit to the chase you might make it a 3K but there's nothing stopping that last generator from getting done.
-
@DaBawb said:
https://forum.deadbydaylight.com/en/discussion/280872/what-is-your-version-of-dead-hard-as-a-killer
I been liking spirit fury these days, at least on the weaker killers. Survivor dead hards to a pallet? Well then it breaks on my head and they go down anyways.
Of course it barely helps on maps like "the game" where there's a pallet every 2 feet and in the 1 second stun animation they literally make it to the next god pallet.
It's kind of fun though when you run it as Billy. Offer it on purpose and run his addon to plough through them for the hit anyways. XD
-
@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/2503392#Comment_2503392
Hearing*
Sorry, can't edit my post on mobile or it will just delete it... ☠️
It's actually why I hated Stridor so much as survivor. It was SO annoying heading my character actually SCREAMING in my ears if I wasn't running Iron Will. Even then, I would still hear the whining before the nerf.
It gets annoying for killers sometimes because if a survivor is lucky it'll sound bug and make them silent on the floor too. XD
-
Anna needs a hug because she grew up without a mom.
Adirs probably gives great hugs because her downfall was her compassion for her people.
-
This feels like great solid advice on how to feel about a match when it's over as killer. I've never been much for wanting to get every kill I can, but making sure I have over 25K BP a match feels more rewarding than any 4K I've gotten XD
-
I've gotten this in my lobby so many times I swear perks need a cooldown between matches XD
Dead Hard, Unbreakable, Iron Will, Prove Thyself
Dead Hard, Unbreakable, Iron Will, Borrowed time
Dead Hard, Unbreakable, Iron Will, Borrowed time
Dead Hard, Unbreakable, Iron Will, Decisive Strike
-
@ThiccBudhha said:
Nah, 3 solo gens would be awful. The two work on Hawkin's because both are out of the way, both are relatively safe for balanced users which are obviously the ones who should be soloing those, ideally. And in the case of the isolation room, it is a freaking locker room, barely even worth protecting that one unless you are a stealth killer or Nurse, imo. Beyond that, the other solo gen has like a one in 3 chance of spawning anyways.
I digress, my point is that 3 solo gens on normal maps is crazy. Most survivors are not efficient enough for this change to be "fair."
Christ I wish I had your games then. I can't go 3min without teams popping off the first 4 gens.
-
if camping a hook is holding the game hostage then I should be allowed to say using dead hard holds the game hostage because used well it will always reset a chase.
-
@AshInTheTallGrass said:
For all you Pig mains, how do you honestly feel about Survivors wanting to boop your snoot?
Yea or Nay?
I think it's adorable, one of the few joys killers can have in this game.
-
@scenekidtrash said:
I'm sure this is not a new experience for many people since SBMM was implemented, but there have been a drastic increase in the amount of face camping and genuine tunneling killers I have gotten. SWF or solo queue, it really seems like every game. Before SBMM, it was once in every 10 games, it really wasn't that big of a deal to me. Now, it is literally every single game. I've started taking screenshots and posting them in my discord when I get face camped. It doesn't matter what perks I run. It doesn't matter what I do. Decisive strike, borrowed time, unbreakable, soul guard, dead hard, sprint burst, flashlight, no flashlight, medkit, toolbox. It genuinely does not matter: someone on my team or myself gets face camped to death or tunneled to death. I mean genuine tunneling. Like, going out of your way to not hit other survivors tunneling. Waiting out for BT tunneling. It's not even like these killers are getting "genrushed", they are genuinely face camping at 5 or 4 gens left. What is the big deal? I play killer a LOT, I have probably 2,000 matches on Huntress. I have NEVER played like this. Then they complain about their queue times going up. Do you understand that you are the problem? People complaining are the ones contributing to the issue. No one wants to play survivor when they get face camped every game. No one wants to play survivor when they get tunneled at 5 generators for no reason. My friends and I have contemplated just straight up quitting the game when we've all dedicated 2k+ hours into it. The better question is: why have the devs not addressed it? There's NO way they don't know what's going on. There's NO way they haven't been reading forum posts. I want answers because this is absolutely ridiculous. This game is rapidly going downhill because 50% of the playerbase wants to play like animals. Playing to win =/= playing like a jackass.
Let's be real simple about this; 4 players against the killer is in the advantage of the survivors, the sooner the killer makes it a 3v1 the sooner they actually have any chance of winning. Pair that with all the perks you just listed for survivors that makes being a killer such a ballache of a chore no one in their sane mind wants to play around that meta every single time again and again so they minimize exposure to survivors having annoying advantages over them.
-
@Anara said:
This map is really good and fine as it is, just play more on it then you will learn the loops, the generators ect
It literally takes so long to get to the gens if you play with a friend you could complete every single one of them in the killer's face while they have discordance on. On top of that there's multiple levels on both sides making it extremely safe to just hide if you hear the radius.
It's a good map for stealth killers, but anyone without a mechanic to hide their radius will have a better time running no way out and bloodwarden because that's the only time you'll find the survivors and it makes it boring as hell to do as a survivor.
-
@DecisiveDwight said:
Uh huh bad matchmaking needs to go I can be put with a rank 20 killer when I'm a rank 9 I am atm giving the killer a free kill because I feel awful about all the red ranks being horrible throwing their meta perks and torches at them.
MMR worked really well I thought all my matches were really well balanced but as soon as they took it off it started all this horrible mess of matching.
During the MMR test I was having a great time! I miss it so much ;.;
-
Predator + Bloodhound and give Wraith something new to be more viable. :3
-
I'm pumping the space bar and for some reason my frames suddenly drop and I die.
-
Disarming Trapper's traps - Always wondered why this doesn't have at least a skill check or two
Lightburning shrouded Wraith - Rarely seen this happen TBH
Destroying Hag's traps - Should take as long as disarming a trap? IDK how long they have to shine on it for.
-
@Trwth said:
Nuh-uh. One of the aspects of DbD that keeps people engaged is their ability to mix and match different perk set-ups. I know countless people just stick to the meta, but for the minority like myself who like to create gimmicky builds would just destroy the experience.
If you wanna split up the meta, we'll wanna focus on the reason why people run those perks in the first place, aside from Exhaustion perks for obvious reasons. DS, is for tunneling. BT, for camping. Unbreakable, for slugging. All three, with the minor exception of slugging, are undesirable factors that play into the reason why the perks exist. Tackle them, then people have less of an incentive to run these perks and try something new.
Same thing for Ruin+Undying: Gens fly at mach speed some games and you can hardly control it without oozing gallons of sweat. We solve gen speeds (ideally in the form of a secondary objective) and Killers may try more obscure perks that have hidden potential.
No nerfs or buffs needed. We just need more.
Yeah I've been watching streams for the better part of 6 months now done by killer mains and the number of players that only run meta perks or SWF-OOO got me thinking about this. It's pretty reliable to say out of the 16 perks they can bring to a match you can bet 12 of them are meta.
-
Those gosh darn perks making pain sounds silent and survivors hiding in grass blaming me for slugging.
-
90% of the time I'm happy as a clam it's around.
The other 10% of the time I'm a sad killer when I load the match and I see Object of Obsession not participating in objectives and just playing coms.
-
I the idea of an additional objective does sound good to me too. It feels like far too many game I play if survivors are just aggressive enough on the generators a well organized team keeps two people on gens, while the other two basically run the killer. As soon as they get hooked once or twice they swap roles and the gens are done in <7min. =/

