SweetTerror
SweetTerror
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1532745#Comment_1532745
I'm not competitive at all anymore. I went that route in Overwatch during its first two years with ranked mode. And it made me such a toxic gamer before all was said and done, that I said to hell with that. I've been gaming since I was a kid in the 80s (I'm 47) and I never got competitive like that in game before Overwatch.
I just played DbD for fun and bloodpoints, just for the Slasher fantasy. Survivors escape? Whatever. They do in movies, too. But if I am survivor, which is always SoloQ, and I have teammates not doing gens and not even coming to unhook me, it's a suicide on first hook. As I said, I play to have fun. And that kind of team ain't fun.
As for rank, I'll never hit any high ranks because I do not even remotely try to.
I'm 41, and I sympathize with you more than you know. I'm at the age where when I get home from work and finish putting my kid to bed, I just want to load up a game to relax and have fun. Competitive games have a way of turning you into a toxic player, so I try to actively avoid that, but DBD is a special case in that there's no other game like it. I have fun playing it, but sadly it's one of the most toxic games out there, and getting steamrolled over and over again by people far more experienced than myself doesn't exactly make for an entertaining few hours.
As easy as it is to say that I could care less about not ranking up or getting few blood points, the truth is I'd be lying. I do want to succeed and I do want to be able to hold my own, but the original MMR ensured that that was never going to happen. I'd love nothing more than to load up a match of DBD and not care about the outcome, but when that outcome is so heavily predictable, the game loses all it's luster.
Hopefully the devs can fix the shortcomings of the new MMR.
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@Zozzy said:
Ranks do have meaning, just not as much as they use to after they changed match making range (+/- 8?) Ranks from you when it use to be less.
It is true that getting r1 is just a matter of time, but by nerfing rank reset, they removed the natural sorting system this game had developed because good players took less time to reach r1 than lesser skilled players. This caused the stigma of "ranks don't matter" as well as some streamers preaching it to justify smurfing lower rank killers.
In the old system good players got back to red ranks quickly while lesser skilled players took longer, spreading the ranks out and providing fairer games.
This is true that rank resets did nothing but cause more headaches. All anyone had to do was stop playing for a few months and they could have their rank reset all the way back to 20, despite the fact that you are not a legit 20. And honestly that's the kind of thing I was hoping this new MMR would have sorted out.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1532934#Comment_1532934
Doesnt matter. You for sure arent a noob at 100 hours. The pool at 100+ will contain an extremely large group of people and skill levels would all be mixed. Some games youll get a bad killer and really good teammates, some games youd get wrecked. At that point, who cares. You can just have fun and nit worry about your rank and how good you are.
You just described what the new MMR was - a bunch of people at all different ranks competing against one another - and it proved to be something that a majority of the community did not like.
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@shalo said:
We get a week of "Ranks don't matter" but now we're back to using ranks for matchmaking.
Right?! ๐ The inconsistency makes my head spin!
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@Dead_by_Gadfly said:
Honestly i think an mmr is a mistake. Ive said this a few times but ill repeat here in the off chance the devs see it. The best way to handle this is create 2 groups. Anyone with less than a hundred hours falls in the first group, everyone else falls in the second group. Group 1 can only play with grouo 1 group 2 with group 2. Thats it. Having just 2 groups would mean quick match times and decent ping. Games would feel more random, and youd ensure 2 things: noobs never face really good other players and the game wouldnt feel like a sweatfest at the other end.
The amount of time you have invested doesn't correlate into skill though. You could easily stretch 100 hours over the course of multiple weeks or months. For example, I only have a few hours each day to play a game, so when I hop into dead by daylight those few hours that I can commit every few days doesn't mean that I'm prepared to go against the best of the best by any means.
But if matchmaking is going to continue to be a total crapshoot, then I may move on because getting snowballed game after game isn't exactly a lot of fun.๐
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@JHondo said:
I hate not having it. Made it nice to grind some adepts and other achievements while having chill fun games where I can kinda relax as killer but all night tonight it's been sweaty squad after sweaty squad against my baby trapper skills.
I'm a casual DBD player, so the highest rank I ever got with killer was 9. But what had me stop playing for the longest time was constantly getting matched against all red rank swf teams. And knowing that the new MMR is just as busted as the old MMR, pretty much guarantees that this game will never be fairly balanced for all players.
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@Damarus said:
I sincerely hope that crossplay will be split into two different options: enabling crossplay between consoles and enabling it with PC. If it just gets put into the same kind of crossplay, PC performance, mouse sensitivity and PC Nurses are going to screw us console players really badly.
God I hope there's an option to exclude PC from cross-play. It's tough enough going up against a system with far better FPS when you're playing on a console, but it's another thing entirely now that the new MMR has crashed and burned. And knowing full well that hackers are far more prevalent on PC doesn't instill a whole lot of confidence.
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@dugman said:
They only disabled the new MMR while they work out the issues they were having. There's no indication it's gone forever.
Honestly I'm kind of looking at the writing on the wall here. According to the devs the MMR had been gathering data for months across all platforms before they turned it on. According to them, because of the amount of data it collected it should have only taken roughly 10 games iron out your experience when it comes to matchmaking. Clearly that wasn't happening.
Granted it may be off temporarily, but I think this is going to be a longer hiatus than we realize, and that's assuming it comes back at all.
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@Rivyn said:
The Shrine is an antiquated design made for a game that only had three dozen perks. It needs a complete overhaul, much like the bloodweb.
I couldn't agree more. The RNG of the bloodweb can lead one to spend millions upon millions of bloodpoints should they have multiple teachables unlocked. It's one of the reasons why I don't prestige any of my characters.
Both the shrine and the web are long overdue for a rework.
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@thefallenloser said:
Or... just remove the Shrine lol.
This system is garbage and encourages people to pay for perks instead that give you an advantage (e.g. DS not showing up for like 5+ months.
Just allow players to buy perks and increase the Iridescent Shard cost to like 3500. Infinitely better system.
Using iridescent shards to buy perks would certainly be a step in the right direction.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1530268#Comment_1530268
No matter who tells you and what anyone says, it's not RNG.
It's 100% hand picked.
If true then that's downright depressing, because that means the devs are purposefully seeing to it that you grind as much as possible to get to the perks that you want.
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@Hoodied said:
Well, the tome forces perks to appear that will be involved with the tome to appear, so its possible to get the same perks over and over again.
Its called RNG and devs selecting 2 perks to 100% appear
I understand that it makes sense to have perks that correlate with the current tome, but using perks that have appeared upwards to 20 times or more already next to a plethora of other perks that have only been in there 5 times or less is just ridiculous. I would like to see the developers break away from RNG and manually select four perks that have never, or hardly been featured before.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1525849#Comment_1525849
Actually it works like that for both Leatherface AND Ghostface.
Ghostface even needs to fully replenish even if the strike was successful.
I'm simply referencing a missed swipe. With Ghostface you don't have to worry about a marked survivor no longer being marked if you miss an attack, and with Leatherface now having been reworked, the three stacks for his chainsaw prevents any needless excess swiping. If the survivor managed to get a good distance from you, you can now end the attack early.
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@[Deleted User] said:
Yeah they need to make it line of sight regardless of floor. I would love for it to highlight a totem if it shows up on small game for a couple of seconds, traps excluded. Heck they can just remove trap notifications in place for a totem counter for all survivors that only survivors see. It still would be underwhelming but it would be worth running in solo q
That's not a bad idea. Keep the cone notification the way it is, but let the totem AND the trap highlight for a few seconds that way you know for sure if it's directly in front of you, or above you. The perk is already letting you know you're within the vicinity so you might as well highlight it.
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@kazoie1 said:
Tbh I wouldnt really mind either way as it would make it harder to find totems imho. Honestly it would take what like 20 secs to look, realize it's on a dif floor and then get to the different floor? In the change you described you can be looking for totems in the game for instance and miss one right beneath you because you didnt proc small game
Your example is a great example of why the perk needs to be adjusted though. I know you said it doesn't matter with you either way, but acknowledging that you could spend 20 seconds looking for totem that isn't there, which causes you to go to another floor to continue looking for said totem, is time that could be used working on generators. And God forbid if it's a hex like NOED, then time is of the essence! The last thing I need is to be getting notifications for something that isn't directly in front of me.
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Your talking points are pretty spot-on. I've been playing for about three or four months now, and sadly if it wasn't for streamers I would have no idea how to play this game. The poor excuse of a tutorial doesn't even begin to scratch the surface of everything that can be done in this game. I personally don't understand how the mobile version managed to get a practice mode within a few months of being released, and yet dead by daylight proper hasn't received one in over 4 years.
New players and veterans alike need a way to test out mechanics without being expected to compete - especially new players! The last thing new players should have to do is be expected to compete against people far more experienced than them when they're just trying to learn the ropes.
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@ItzPixelYT said:
A lot of perks need serious updates and tweaks, they just don't care
I wouldn't go that far. The developers have acknowledged that many things are planned to receive updates: Moris, keys, Discordance, etc. I just hope the same can be done for one of my favorite perks.
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@EmpireWinner said:
Won't make any difference in gameplay as sprirt relies on her power to traverse and in chase. People will always hear your phasing(big terror radius or not) before reaching your destination and they will be cautious. You're better off using shadowborn if you want the added fov.
That makes sense. Thanks!
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@BigTimeGamer said:
you can win as her with no perks or addons just fine lol
I'm working on leveling her up now. I've never played with her before.
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I personally don't understand why Legion's FF has to completely replenish on a failed strike. No other Killer's ability works that way, and neither should his. Can you imagine how infuriating it would be if that happened with the Oni or Ghostface?
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To each their own, but camping is beyond boring and only punishes the killer. It gives every other survivor the chance to finish the generators, and the Killer walks away with minimal bloodpoints for having avoided doing anything else in the game.
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I won't repeat in great detail what others have already said other than that it's great on M1 killers. I use STBFL on my Freddy build since he has no other way to attack, and it's damn near OP being able to hop back into a chase so quickly after a basic attack! LOL
Just make sure you max out the perk, that way you only lose two stacks when you attack your obsession.
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@ Antares2332 said:
Discordance shouldn't even have levels, I think it's a perfect example that leveling perks is a bad mechanic. Also, it is stressful to have to go up to level 3 one perk, spending a lot of points on the bloodweb.
I completely agree. Having three levels to every perk should be changed to just one.
This is hands-down one of the grindiest games in recent memory, and having to invest millions upon millions of bloodpoints into just one character so that you can unlock the highest level of perks is beyond aggravating.
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I started playing Legion and they are a lot of fun! If I would change anything I would see to it that Legion's FF doesn't end on a missed attack. No other Killer's ability works like that and neither should Legion's.
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@Wand said:
I would like to train fast valts, curves with Billy etc but I cannot enter alone, this is very sad, It would be cool to create custom game and play alone
Your only hope is that BHVR incorporates a practice mode like they did with the mobile game. Expecting everyone - especially new players - to practice AND compete is a bit of a tall order, especially considering how anemic the "turtorial" is.
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@Tricks said:
Just give all Killers what Pyramid Head has, Hook a survivor twice and give them the option to execute on 3rd hook IF they bring a Mori
I think this would work best. Instead of there being three different classes of Moris, there would be only one, and it can only be activated upon what would be each player's death hook.
The way it works with Pyramid Head is perfect, and how I think it should work with every killer.
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The new MMR was sorely needed as grouping by ranks literally meant nothing as anyone could stop playing for a few months and go all the way back to rank 20 despite not being a legit 20.
That being said, I completely agree with you that matches are very unbalanced right now. New players are being teamed up with very experienced players more than they ever were before, which goes to show just how badly DBD needs a practice mode like its mobile counterpart already has. Everybody - especially new players - needs a way to test out the mechanics without having to worry about competing.
Getting to rank 1 as killer requires more experience than it does getting to rank 1 as a survivor, and right now it's sad to see rank 1 Killers going up against rank 20 survivors with nothing more than two level 1 perks to their name.
I'm sure matches will be adjusted better the longer this new MMR is up and running, but regardless we need that practice mode sooner rather than later.
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@Wylesong said:
I have had the same problem and been playing a ton. I have been doing survivor because I tried a few rounds as killer and got survivors who pretty much used me to get free points because they knew they could outplay me.
Then I play survivor and I am not horrible but not great. I would say I am an average player who has those great plays or some oops I am dumb moments.
The problem I am seeing is this MMR system ranks EACH KILLER and not the PLAYER. This means yes the killer is a Rank 1 player, which now mean nothing from what the article says, but they have never used DeathSlinger so the MMR on this killer for them is 0. Then when this Rank 1 player picks DeathSlinger they get matched with fellow survivors of the same MMR rank which can be low knowledge to no knowledge new players.
They need to put the players OVERALL knowledge into the game and yes that Rank 1 player may never has used Freddy but they know how to play the game better than I do with all my perks. I have had 5 games with Rank 1 killers who stomp us so hard because I have to keep babysitting these new Rank 20 players and I manage to maybe get one gen done and the game is over.
The best part is there is no way these killers can't tell they are playing new palyers based on the way they play and yet they still try so hard and even tunnel. I may actually take a break from the game for a bit and let this system move the higher rank players up like it says it is suppose to.
Goodluck to you both and I hope you have better luck. =)
I play the game casually myself, and for the most part playing as Killer has been mostly positive. I just need to be paired up with either more experienced teammates, or less experienced killers when playing as survivor.
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@kikkoman123 said:
had 5 rank 1 killers in a row, team got wiped before 5 gen. and im rank 5 and im not that good
I feel your pain. I'm a rank 4 and I've had rank 1 killers all day today that have absolutely decimated our team of newer players. Even worse we're barely walking away with more than 10,000 BP.
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I want to thank everyone for contributing to this topic. This is obviously a hotly debated issue (and I'm surprised the devs haven't chimed in yet), and regardless if you're for the idea or against the idea of being able to 99 the gate, it's clear that people are split.
I understand why people think you should be able to 99 the gate. I know a lot of people have mentioned, "If you're the Killer, why not open it yourself?", and imo that idea simply doesn't prove fruitful if you're the Killer. If you're making a beeline for the exit as the Killer, then you're abondoning your main objective which is hunting for survivors. If the Killer opens the gate then survivors can rush the exit, and provided noed is not active and it's not a Killer with an instant down ability, it's all but guaranteed that the survivors will be able to escape.
Fundamentally from a game mechanic point of view, I feel that no one should be able to 99 the gate. I personally have had games (and have watched streams of games) where someone has 99 the gate, and the game continues to go on for another 5 to 10 minutes because the survivors keep trying to rescue one another. And then once the survivors are content that they have what it takes to escape, they all run to the one exit that they 99, and with the tap of a button they open it and escape. Given the amount of time that transpired from the time they tried to open the gate, it should have regressed by at least half, because at that point you're practically taking the game hostage until the survivors say that the game is over.
So again I appreciate everyone contributing to this topic. If anything, this issue proves that the devs should probably consider - at the very least - discussing a potential rework for the gate that both sides could be happy with.
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@FogNoob said:
That should NEVER happen.
This is the easiest way to make people quit the game before even getting familiar with it. I was watching a streamer the other day trying the game for the first time and something similar happened. He didn't understand how the perks worked, he was shocked when he was hit by decisive strike and was furious when BT activated when he hit another survivor. It was pretty entertaining, to be honest but I can see how it could put off a new player from ever learning how to play the game.
Just to be clear, I don't think it's on the devs to teach new players every single mechanic on the game, perks and all, this comes with time and experience. But I do think new players should ONLY go against other new players, or players with lower skills, just so people have a chance to actually learn how to play. Maybe it's not possible to do it.. but matches like the one OP mentioned should not happen imo.
I think this is also a perfect example of why DBD needs a practice mode. New players and veterans alike need a way to test out mechanics without feeling pressured to compete. If the mobile version got a practice mode within a few months of release, then there's no excuse for the main game not to receive one as well.
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@Pipefish said:
Honestly the endgame collapse timer should start the moment all the generators are powered in my opinion.
Personally I think that makes a lot of sense. It's always seemed weird that I could go and 99 the exit gate, and then just leave it, and me and the rest of the team will either go back and get a survivor, or take our time and open up a nearby chest, or cleanse a nearby totem because we know we can just open the gate with the tap of a button.
And as a killer it's especially frustrating when you see a survivor you have hooked get rescued, and then all four survivors are running to a closed exit gate, only for one person to tap it, and it opens and everyone escapes.
So I agree that I think the end game challenge should start the moment all generators are done, or at the very least the exit gate should start regressing at a fast pace if you choose not open it.
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I play this game casually, so when I go up against someone who is clearly more experienced than myself it can make this game incredibly hard to play. Because of this when it comes to playing killer I usually go for killers that can either instadown survivors ,like Bubba, or ones that have great antiloop potential, like Freddy.
Legion and the Doctor are probably the best Killers to farm bloodpoints with however, so I wouldn't give up on Legion just yet. Survivors are all the same since they have no "power" like a killer does, and all of their perks are interchangeable with each other.
I would recommend watching some of Otz's videos on YouTube as he provides a lot of great guides for people just starting out with the game. He'll let you know what Killers/survivors he would recommend since you're just starting out, and others teachables to be on the lookout for to invest in.
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I play on PS4 as well, and the amount of people playing Killer are incredibly low. I've had three Killer matches back to back where my level 12 killer has faced an all red rank SWF, and frankly I'm tired of it. It's why the queue times for survivor takes so long, people are avoiding playing as Killer.
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With so many people running meta builds like unbreakable, adrenaline, DS, DH, etc, I usually like going for a stealth build with Kindred and spine chill. I typically also use WGLF for the blood points, and the last perk I use is small game which allows me to find and remove totems.
Meta builds can be effective, but I've always liked playing in non-traditional ways.๐
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It's sad when you start wishing that a console game was more like a mobile game.๐ People have been pushing for a practice/solo mode in DBD for years now, and the fact that the mobile game receives one within just a few months of release (whereas DBD has been up and running for 4 years and hasn't received any new features), is frustrating to say the least.
Bots are supposed to be coming to DBD proper, and if so then there's no reason for them not to create a practice mode around those bots. The mobile game's practice mode is designed so that you keep 50% of the blood points and 10% of the experience that you earn. I would like to see that same setup for the main game. And if not, then for the love of God put in tutorial videos for each killer because the tutorial that is there is pathetic, and barely scratches the surface of what can be done in this game.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1498016#Comment_1498016
Yeah, no. Did not ever need youtubers for this.
While I agree you don't need to have watched streamers to get into this game, watching very experienced players play this game really sells it though!
Watching entertaining streamers like Ohmwrecker and Otz can make DBD seem a lot more fun than it is, and that's only because they have thousands of hours invested in the game.
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I'm not saying that higher rank matches won't result in sweaty gameplay, but right now the game doles out sweaty matches anyway, and that's without the current MMR up and running on every system.
I play this game casually, and even then I find myself going up against far more experienced players than I should. Perfect example, I played a killer match the other day with Freddy. I'm a rank 13 killer, but the game matched me against an all red rank team who were clearly on comms because they were far too coordinated not to be. I had no business going up against people that far more experienced than myself. Needless to say it was an absolutely miserable match.
Personally I welcome the new MMR because anything would be better than it is right now.
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I think that sounds accurate. DBD has one of the worst grinding mechanics of any game that I personally know, and if you have multiple teachables unlocked for survivors and/or killers, it can take you millions upon millons of bloodpoints to get back everything that you want to be running with your characters. And since I only play this game casually, I have no interest in prestiging.
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@BigBrainMegMain said:
They buffed the points gained from Great skill checks to 300.
It was a great buff to solo players.
True, but sometimes that's easier said than done, especially if there's lag. And risking giving up your position and regressing a generator all for a few hundred more bloodpoints isn't exactly all that tempting.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1497864#Comment_1497864
I'm not saying totems on all maps are good. In fact, I'd go out on a limb and say that thanks to the OG maps the averages are decidedly awful. But they have stopped deliberately placing them next to generators. Reworking older maps, however, is probably the biggest nightmare of clashing code and wierd systems in DBD
But I think therein lies the problem. The developers seem to be more interested in how the game looks than how it runs. If we got hotfixes at the same rate that we get new skins, then this game would be in tip-top shape! And considering that they are actively working on giving every map a new coat of paint, probably means that totem placement will continue to be on the back burner.
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@PigMainClaudette said:
Survivors don't cleanse totems anyway. NoED users have proved that!
It's crazy just how true that is! Watch any streamer and you'll notice that they all avoid cleansing totems unless they happen to be running inner strength, or it's a hex.
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I both agree and disagree with this. The reason why Killers get a lot of blood points is because they are constantly juggling multiple objectives at the same time: chasing, hitting, damaging/breaking generators and pallets, hooking, etc. But as a survivor you're always trying to actively avoid the Killer, and if you're successful in doing that and managed to do the generators without ever hardly getting into a chase, then you walk away with a pitiful amount of blood points.
Generators are part of the survivors objective, so like it or not they have to get done, but sadly if you're not mixing things up and doing things like getting into chases, unhooking teammates, healing teammates, breaking totems, stunning Killers, etc, then focusing soley on generators does you no favors.
Gen rushing might earn you a quick exit, but you'll ultimately lose when it comes to blood points.
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I couldn't agree more. Totems aren't supposed to be impossible to find, but they shouldn't be getting placed next to the very thing that survivors are actively seeking out. In one match I had devour hope deactivate within 20 seconds because both it and a survivor spawned right next to the same generator.
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If only hot fixes for bugs were released as frequently as all of these skins. ๐
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@Leonardo1ita said:
You know survivors, your time on the map until EGC is unlimited, so unless it's hag why not just trying to hide for 2 minutes? so you wait for the further gens to open up again and then you surprise the killer with a really fast gen rush.
Not if the killer has Whispers or you're facing the Doctor. And if any killer happens to find just one of you and they have infectious fright, than you can kiss your hiding spots goodbye
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@barisatilgan said:
i took 444.444 points about celebrate for 4th years
Yeah I got the anniversary gift, but I wonder what this 700,000 bloodpoint gift is all about. Too bad everyone can't be that fortunate.
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@GoodBoyKaru said:
Cross-play is live for Steam and Windows Store and has been for a while.
Recently Cross-friends was introduced, allowing players on Windows Store to add friends on Steam.
This feature will be expanded upon with the full release of Cross-play.
Cross-Progression will be between Steam, stadia, and Switch, and will require creating a separate "BHVR account".
I thought that cross-play between consoles and PC was either live now or was about to go live soon. I know it was happening before the new MMR goes live for everything.
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I can sympathize with you. I've had matches as killer where four generators were popped in less than 5 minutes. I'm not a rank one killer, but I'm no potato either. It was pretty damn scary just how fast everything went.
Discordance is a good perk to have for gen rushers, but Killers can only focus on one survivor at a time. There was a reason why so many Killers ran the original hex ruin. I get the developers wanting to nerf the hex because the skill checks were unfair to newer players, but considering just how many killers were using it within their build should tell the developers just how fast generators can be finished.
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@LordRegal said:
I got that as well last night, I assumed it was them fixing the loss of BP with the patch, but the lack of official word makes me wonder if it was something else
My friend never lost any bloodpoints that's what took him by surprise. Hopefully BHVR does this for everyone!