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SweetTerror

SweetTerror

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SweetTerror
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  • @[Deleted User] said:

    XP doesn't really exist in DBD.

    Actually there is when the new rifts come out. How cool would it be to get extra experience for a few days with every new rift?

  • @shelobster said:

    Why do I get matched with players with less than an hour of DBD playtime when I have 2k hours? Seriously. What a ######### joke this MMR is. This happens 7 out of 10 matches. And my MMR just keeps going down because hatch escape is the best I can get alone.

    The best part is that even though my teammates are people who just started playing, the killers stay the same. All meta perks with great loop and map knowledge with usually 500+ hours in DBD.

    Coclusion = lower MMR doesn't affect the killers you're matched with, only worsens your teammates.

    Survivors get screwed over once more. Killers get easier games with low MMR and survivors get tougher games.

    I've talked about this before, and what I've noticed is that if there aren't enough high-ranking players currently online in your region, then you'll be facing off against people you have no business playing against. Sometimes it will be people just starting out, and other times it will be people with thousands of hours under their belt.

    I'm a very casual player, and one night I loaded up a match with Doctor (someone who are rarely play), and I literally only managed 1 hook because the SWF team was that coordinated and that good. Now I'm certainly no expert at the game, but I'm no pushover either, and that was the very first match I experienced with SBMM. Since then I've been really hesitant to play killer. One night here recently I decided to play Nemesis, and for three games straight I only managed one kill. Simply put, SBMM is rough.

  • This has been a constant complaint for the last 5 years, and all BHVR keeps saying is that they're working on it, or they have plans. Between the grind and SBMM, it's definitely making me play less and less.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597272#Comment_2597272

    The thing is. You don't WANT to deter them from working on the same gen. There's nothing scarier then seeing 3 survivors on 3 different gens on bbq

    On the flip side of that, there's nothing scarier than seeing generators fly because two or three survivors were all working on the same gen with prove thyself and tool boxes / brand new parts. For me discordance is the greatest counter to prove thyself, as it forces survivors to work on gens individually.

  • Personally I like bringing Discordance over Corrupt because it's a great deterrent to survivors working on a generator together. Not to mention it also lasts throughout the entire game.

  • The biggest downside about SBMM is that if there aren't enough high-ranking players currently playing within your region, then you'll be competing against people you have no business going up against. I've encountered this far too often. It's why I'm still hesitant to play killer, which is ridiculous because the MMR should be able to put that fear to rest. Not to mention it's really hard to balance skill around a game that is heavily reliant on RNG.

  • As others have said, the 5 second stun change to Victor is VERY punishing. It's what made Dowsey stop maining them. Not to mention that having almost every perk not work with Victor - whom you control a majority of the time - makes them very difficult to play, especially if you're new to them.

  • @PalletsAndHooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591010#Comment_2591010

    "A novelty with no real purpose"

    Says this about a video game.

    You are a novelty with no real purpose if you really believe this about pumpkin smashing.

    Why so harsh? DBD has garnered a lot of criticism, and for good reason. The game runs poorly, and despite it all they still expect you to hand over your hard earned money. I've always said to each their own, but if you purposely ignore a company's faults, then you have no one to blame but yourself.

  • A five-year-old game having as many bugs and glitches that it does is pretty much reason enough.

  • @anarchy753 said:

    The worst part is that they've heard the feedback EVERY SINGLE TIME. Nobody, NOBODY, likes those garbage wooden-to-red charms, nobody uses them, and yet they give us 10 that are just duplicates of 2 over and over and over. They have to be able to see the stats of the literally zero people who equip them because they're just junk.

    But they give zero shits and just keep putting them there as a big middle finger to the players.

    What's really discouraging is when the moderators take a popular post from the general discussion forum and stick it in the feedback and suggestions section. Not saying this doesn't qualify as feedback, but the general discussions is the most popular section within the forums, and when something gets moved sometimes it feels like they're trying to bury it and hope it goes away. This post was existing just fine since yesterday within the general discussions section, and now all of a sudden it's not there anymore. It's almost like they think the fewer eyes that will see a legitimate concern or complaint the better.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585671#Comment_2585671

    Couldn’t have said it better myself.

    I feel like, in the beginning charms sounded like a cool idea, but now they are just…there. They feel like fillers to the RIFT track, rather than something you’d wanna wear.

    IMO they should have made accessories in general. Backpacks, scarfs, 2 versions of same hair released for a survivor being featured, accessories that maybe make sense with the outfit that are being featured through that track.

    There are so many ideas.

    Accessories would have been so much more welcome. Instead of a handful of charms that are all identical to one another, give characters different accessories that they can wear with their outfits. At least that way you can show something off that's far more noticeable than something that's a fraction of a millimeter on your television/monitor.

  • @yobuddd said:

    Unless the charms are glowy, you can’t see them on survivor….and even then they’re too small to really tell what they are.

    Not to mention the premium tier always ends with a charm. All of that grinding to get to level 70, and your reward is a charm every single time. Like, seriously?😑

  • @Laurie268 said:

    I mean you get the 1000 auric cells you spent on it back when you reach tier 70 which means that if you never spend them, the battle pass will always be free for you. There are lots of games where you HAVE to spend money monthly to buy the premium pass so we shouldn’t complain.

    You're not wrong, and if you can find enough enjoyment in dead by daylight to grind out the rift each time so that you get your money back, then more power to you. At best I have one or two hours each night to play games, and there are a lot of games out there all vying for our attention, and playing dead by daylight isn't exactly the kind of game that allows me to put my feet up and relax with at the end of a long day. I'm a very casual player, and grinding and playing sweaty isn't exactly something that I find particularly fun, which is why I usually prefer story-driven single player games.

  • @OniWantsYourMacaroni said:

    I hate them.Used to like them but the execution feels underwhelming.Like,what am i supposed to do with them if i got like 80+ pages of them and i can only wear 3 of them?

    Their sole purpose is to make the battle pass look better than it is.

    Sad but true. Upon looking at the rift you see that there are nine pages of content to unlock, which seems awesome, until you realize that over half of it is nothing but useless charms. It makes you wonder why in the world are we spending our money on this? Money talks, and if people stop buying the rift pass, then it will force BHVR's hand to give us something actually worth buying.

  • @Jay_Whyask said:

    I'm assuming there's more gameplay changes to come after the first week. The event tome is split into two parts, week one and week two.

    I find it hard to believe that they would state they're going to put more effort into the Halloween event, just to recycle events they've done before without doubling bp gains.

    BHVR decided to focus on nothing but the Anniversary and Halloween events, and if the Anniversary event was any indication of what the Halloween event is going to be like, than expect to be very disappointed.

  • @Rey_512 said:

    crossover events be like…

    FOR HONOR DEVS: New gameplay, AI

    DBD DEVS: Charms

    This cracked me up because it couldn't be more true. For Honor is literally incorporating actual gameplay, whereas BHVR is giving us more charms. Like I said to each their own, but I hardly even acknowledge charms anymore since our attention needs to be focused elsewhere.

  • @Purgatorian said:

    MMR is supposed to make the games 50/50 win/escapes for survivor. I would say it goes against me and I die in about 80% of my matches and it still doesn't get any easier.

    I have stopped playing killer for now because no matter how many 0k games I had, even though I was sweating like mad to try and get kills, I still got very efficient survivors kicking my butt match after match.

    Neither side are enjoyable at the moment. I regret being an advocate for mmr before it fully released.

    The biggest downfall about SBMM is that if there aren't any high-ranking Killers or survivors currently playing within your region, then you'll be facing off against people that you have no business playing against. This has been my experience from the get-go. I'm as casual as casual gets, and almost every single time I play killer, not only am I having to sweat my ass off, but the survivors are far more experienced than I will ever be.

    I wish this game had a bot mode because I would strictly play that over a non-stop stream of sweaty matches.

  • 11. We had it down to one generator and a teammate disconnected. I'm so tired of this game.

  • Honestly this game needs a proper bot mode. Not just for training purposes, but one that can help to sustain the life of this game once there are no longer an acceptable amount of players online. Plus it's a great way to counter the long load times.

  • On PS5, playing feng min, and playing my second match of the Midnight Grove. The loading screen has been loading for 5+ minutes.

    *Edit* playing solo survivor btw.

  • It's embarrassing how poorly this game runs whenever new content is released. Bugs are bad enough, but now they had to deactivate an actual perk which is just ridiculous.

  • @Junylar said:

    But in the end of the day your MMR will go down, and his MMR will go up. You lost and got outplayed by the better and more skillful player.

    For the Legion it was considered one win and three losses, so his MMR will go down as well.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565082#Comment_2565082

    Then you still care. That's your issue.

    What I mean is stop caring about the concept of winning, because its pointless to try. Anything you can do to win will be labled BM toxic behavior. The criteria for a killer to win is that the four survivors decide that you won, otherwise you lose. So discard the concept. Play for yourself and mess around as you see fit. Do stupid things, meme it out, everything you do is wrong unless stated by the four whom are your opposition so might as well have some giggles.

    But you see that therein lies the problem. It's a competitive game, and it's just human nature to want to win. The reason why losing in dead by daylight is harder to accept than in most games however, is because there's a lot of BS that goes into playing the game. Both killers and survivors feel cheated, and they have good reason to. A lot of it has to do with how the game functions (bugs and whatnot), but too much of it is also pure luck.

    Too often the deciding factor of who wins is heavily RNG based, and trying not to care when your totem spawns right next to a survivor/generator, or you couldn't hear a survivor on the ground because the silent bug is STILL a thing, or you have multiple LT walls that allow you to run the killer around for days, etc, it can tend to drive you nuts. Trying not to care amongst all of that is a hard pill to swallow.

  • Honestly I tried to do the same thing, but when you're destroyed match after match, not caring can only take you so far.

  • If the the anniversary event is any indication, then expect to be sorely disappointed.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561511#Comment_2561511

    You misunderstood. I know how the current system works. I'm asking how you want the grade system to work.

    My apologies. I think BHVR has already implemented what should be done with grades; and that's a BP reward. Grades indicate the level of devotion that a player has, so I think it's a good idea to reward that with BP or shards. But knowing that you still have to pip in order to have a higher level of devotion/grades doesn't make sense to me.

  • @Mr_K said:

    What are you suggesting? Your grade inceases with every match regardless if you played well or sat in a locker?

    No it doesn't. It's the same as it was before. If you didn't get decent emblems, then you won't pip. If you can't go down in grade then that is nice, but earning pips to get a better grade is just pointless of all it does is measure how much you play.

  • @jesterkind said:

    I imagine the pip/emblem system is still in place because (at least for now) a few other things depend on it, like Archive challenges and Adept achievements for killer. It is still a more forgiving system now, though, because you can't depip far enough to lose a grade.

    Never really thought about it being tied to achievements before, so I guess that makes some kind of sense, but if that's the case then it highlights just how much it doesn't tie into the game anymore.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/286042/im-so-glad-that-bhvr-is-looking-into-bots

    I'd love a bot to take over when a survivor or killer DCs or AFKs.

    Being able to practice a killer would also be great, but my concern is that it, if it granted the same BP as a standard game, it may push people away from the PvP aspects of the game altogether.

    DBD mobile has already had this implemented for quite some time, and the way around it is that if you play the bot mode, you only get a quarter of the amount of blood points you normally would get with a normal match. So basically if you want to get the full amount of blood points possible, then you need to play online, otherwise you can feel free to practice to your heart's content.

  • @fsdfsdgsgdsgsdg83 said:

    Or you could just set a KYF with likeminded people on the official discord and PRACTICE? It's almost like you want things to be harder for yourself smh

    You do realize that not everyone has a full list of friends that play this game, right? As much as I would love to get a kyf match going, I'm the only one out of my online friends that play this game, so trying to tackle a new killer with the rank that I'm at usually ends up being a complete sweatfest.

  • No. How could be anything else? Wins revolve around kills and escapes. There's no skill involved.

  • @danielmaster87 said:

    I've almost stopped playing killer competitively, when that's been my thing with this game. It feels like it would be better to just play with whatever perks or killers rather than play my best, run the best perks, and still get beat no matter what. My choices in a match don't seem to matter, especially past the point where I've made a mistake or two. Survivors just don't go down quick enough to keep up with the gens, whether they're amazing loopers or garbage loopers. Now boon totems are gonna be a thing. I just don't see the point in trying to play killer at high level anymore. You're at a complete disadvantage from start to finish, and that leads to an unenjoyable experience whether you win or lose.

    Sadly you don't even need to have a high MMR to experience a completely lopsided SBMM experience. I'm as casual as casual gets, and I've never had to sweat this much before. I think it's tied to the fact that there aren't enough high MMR killers playing in my region so high MMR survivors are tasked with competing against me, and it's a complete wash.

    I guess I wouldn't mind so much if only something could be done about SWF. That's an advantage that no Killer will ever be able to compete against, so give me something. Don't get rid of it, but give killers access to something to help.

  • @Gladonos said:

    Really guys? Really? Seriously. How have none of you answered Hex: Ruin...? That is the only killer perk I won't play without. It's basically like the killers equivalent to Borrowed Time.

    The reason everyone hasn't mentioned Ruin is because nothing is worse than having a survivor spawn right next to your Hex. Spawn points in the game are ridiculous. It's why I have a hard time running Hexes.


    Totems spawn too close to generators as it is, and the fact that survivors can spawn next to totems makes Hexes a pain to use.

  • @Mistakesweremade said:

    Lethal Pursuer. My kill rate has probably risen a lot since I started running it, it really gives a lot of killers the early game pressure they desperately need.

    Honest question. I know a lot of killers say the early game is the most important aspect of the match, so would you say that lethal pursuer is more important, or corrupt?

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538139#Comment_2538139

    Oh yeah I love that cus I usually see them crouched nearby round a corner and then I just go right after them lol it's great 😆

    I remember the first time that I used lightborn after it's buff. A survivor had activated trip mine on a generator and snuck way behind an LT wall. When I kicked it, obviously I was stunned, but because the aura detection lasts longer than the stun, I was able to see exactly where they were, and I made a beeline straight for them. After the game was over they could have sworn I was hacking! LOL

  • @BenOfMilam said:

    Lethal Pursuer gives me an amazing early game, and then Enduring and Spirit Fury carry me during chases. Top it off with BBQ and I'm running the same build on every killer.

    Also I unironically love running Bloodhound, Stridor, and Sloppy Butcher together. Please send help.

    Honestly Bloodhound is such an underrated perk. It's the one counter to Iron Will that never fails. Having a bright red trail leading you right back to a stealthy survivor is priceless!

  • @Baby_Victor said:

    I’m ashamed at how addicted to Brutal Strength I am. I know it’s not helping me too much in chase and other perks would be better but it feels so good.

    Don't feel bad. We like what we like. But you might want to consider fire up. Not only does it increase the speed of practically everything you do, but it can break pallets faster than brutal strength.

  • What I find funny is that the map is so ridiculously big, that all one has to do is control one side of the map while ignoring the other. The very fact that such a tactic works highlights just how busted the map size is.

  • It's definitely nice to see the stalking issue resolved because having the meter jump both forward and back was a pain!

    But I agree it's a bummer they didn't do more to him. I don't think Myers needs a complete rework, but his power definitely needs to be adjusted. He's the only killer that can literally run out of power. If the remaining survivors in the trial have been completely stalked, then he turns into a basic m1 killer, which is unfun to say the least. I think once the survivors reach the red status, stalking speed should crawl to half instead of zero.

  • If blessing a hex totem prevents a hex from activating, then I don't think you need any further proof that this game is indeed survivor-sided. It'll be just one more thing to make the Killers feel like less of a threat.

  • @JasonIsADove said:

    MandyTalk confirmed that survivors can indeed relight and move boon totems as many times as they wish, so long as there's a dull totem to bless.

    If survivors can have access to a hex of sorts that a killer cannot remove for good, then the effect from a boon totem best be minimal. Christ if killers were allowed to reactivate hexes there would be riots in the forums.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526122#Comment_2526122

    Plus I think all are forced on one totem. If u lose one boon u lose em all.

    It should be a high risk, high reward situation just like a hex is for the killer. If you're going to rock four boon perks (when the day comes that there are that many) on your survivor, then get ready to lose them all in one fell swoop if you decide to go that route.

  • @danielmaster87 said:

    Imagine if killers could relight their hexes. There would be a great outcry.

    Indeed. Imagine walking around as the Killer and you just keep getting notified of boon totems. I have to imagine that would be frustrating as all hell.

  • @IlliterateGenocide said:

    Im gonna assume it's gone forever. If not that's one thing I won't like about it. Also it turns it into a dull totem so you can get a spot for another hex. Noed. Plaything.

    God I hope so. A hex totem can only be used once for a killer, so it stands to reason that a boon totem can only be used once for a survivor.

  • The Shape seriously needs some attention too. His play style is out of date and needs reworked.

  • @Underdawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2522315#Comment_2522315

    This.

    As a casual player who just started playing this year, I was consistently mismatched. The matchmaking was terrible. As a survivor, I only made it to purple and consistently played against legit rank 1 killers. As a very casual killer, I only made it to green and I was consistently placed against red rank SWFs. The matchmaking was bad before, but now my experience has improved.

    If I had to wager a guess, I would say a lot of the red rank killers on these forums were stomping casuals and newer players like myself. Now that pool is gone, and they are mainly playing against competent survivors or strong SWF teams. That really sucks - but I don't think the solution is to match you against newer/less skilled players. The solution is that SWFs need to be balanced somehow so that they don't steamroll competent killers. How you do that, however, is above my pay grade. 😂

    I think SWF needs an indicator in the lobby, that way the Killer knows what kind of match they're going into and can plan accordingly. Sadly there's nothing a killer can use that will effectively counter a well coordinated SWF on comms, but at the very least killers should get a faster bloodhunt effect, or something similar.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2522267#Comment_2522267

    Ah yes. The classic defense where a good killer is whining he's going against survivors his own level but please give me special privilege for I am using meme builds so give me noob players too :((.

    Sounds like you care about winning lol.

    Purposely trying to start a fight. Got it.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521182#Comment_2521182

    Sounds like you care about winning. Imagine using meme builds and expecting generators to get slowed down then have an existential crisis when generators fly by lul

    Did you just ignore what I was saying or are you purposely trying to start a fight? I was talking about how SBMM is matching me against people that are far higher in skill than me. This is most likely because there aren't enough high MMR Killers to match against high MMR survivors. So yeah, pitting a casual Killer against high MMR survivors on comms isn't going to end well. The fun goes right out the window because sweat must be met with sweat, otherwise the match is over within a few minutes.

  • @humanbeing1704 said:

    yep as a casual player it really ######### me over

    What's interesting is that with the previous matchmaking system, there was no consistency with the matches. This could be frustrating for a number of reasons, but the saving grace is that you weren't consistently matched with people far above your skill level. But with SBMM now activated, if there are no high MMR Killers with which to match against high MMR survivors, then that means those high-ranked survivors will be matched against lower rank Killers. To me, this explains why I'm consistently getting sweaty matches while playing Killer.

    There's no longer a big pool with which to pull from. If no one of my skill is available to play, then I move up a rank, which is a place that I don't belong.

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