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T2K

T2K

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  • @Nikotiini said:

    I've gotten long queue times as survivor too, but way also way before the Ruin nerf was announced so i'm guessing it has nothing to do with that.

    Yeah Im pretty blessed in my region and always got queue times like 5 minutes. But yesterday I waited 10-15 minutes for a game. Maybe just a bad day or smth

  • @Alice_pbg said:

    Pretty sure it's the dedicated servers.

    Other people are also getting long wait times

    Oh ok I didnt know they could impact queue times.

  • No one cares for pipping as survivor. You just pip lol

    As for Killer it really doesnt matter anymore. You get red ranks even if you play green as killer. But its challenging to stay at R1 every season. You have the opportunity to not play only against potatoe bots.

    Tbh I dont know how you can enjoy the game otherwise than playing sweaty as killer. I dont have fun chasing 3 people and the last gen pops. Great feeling to play chill killer and get stomped xD

    As you may imagine, if you play a game you want to get better. If you get better you want to face others on your level. Why would you not want to pip in red ranks?

  • @JOBreazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/984024#Comment_984024

    Idk about you but i dont play to just win, i mainly play to maximize my game and slugging in that sense doesn’t maximize my games,

    plus i play survivor so i know what it is like to be slugged Just to end the game faster.

    in my opinion only looking at getting a 4k or escaping is a very selfish way to look at things

    Thanks for your opinion.

    I play for fun. I dont care about emblems and bps'. I dont care if I slug or get slugged. same for tunnel and camp. I play for so long now that these kind of things just dont bother me anymore.

    I play killer and survivor 30/70 atm. It always changes depending whats more fun for me in the current state of the game.

    If you see it that way, totally fine. If someone only enjoys getting 4k or escape its fine for me. I dont think there is a problem with being selfish with setting your own win conditions. And imo and experience its a standard in online games to focus on ones own fun.

  • if you dont play dbd as killer

    in gen speed Comment by T2K
  • @JOBreazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/983884#Comment_983884

    Except your not capitalizing on there mistakes bc your limiting yourself to points and emblems just for the “4k”

    I meant you capitalize on their mistakes and down them. Not talking about point and emblems. Honestly who cares about these? If he would care about it, he would have played it differently

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/983849#Comment_983849

    That is awesome for you. I am new to survivor but I got 7 devotions as a killer main. I am the weak link when it comes to looping so I guess that is why is is so frustrating to me.

    A killer can only play less sweaty if you stop caring about rank, which I did when I switched to survivor. Or stop seeing only 4k as a win. Which I admit is hard to do when you have been killer for so long.

    I just noticed I got to the point where anything less than 4k I considered a loss. Then I wanted to get as good as those red rank survivors I was facing every game. I learned that playing with friends was less stressful and more fun. But most of my friends I play with I made playing killer. We respected each other's skill and friendships were formed.

    It is a tough game to balance when the objectives for each side are so opposed.

    Feel ya. Looping/ chase is for me the only reason to play solo survivor. If you just started playing surv then ofc you have to learn it over time. I think I spent half a year playing surv till I got the feeling Im ok at looping. I know these frustrations.

    Yeah thats the thing. If you play less sweaty as killer and dont care about rank you cant stay at red ranks. Mby some can, I cant.

    I started off with playing killer too back then. For me I was focused on getting a 3k as win con. Later it changed to pipping or double pipping.

    Totally agree. Balancing is tough in this game

  • @csandman1977 said:

    Like any change made in this game, the forums have devolved into an us vs them display of micro dick waving. Every opinion is met with hateful responses like "cry-baby killer" or "entitled survivor"

    So in this thread i am going to try to reasonably describe why killer players are unhappy at the new changes. I may be wrong, i may miss a few but these are the reasons as i see them.

    1) Killers saw ruin as the only answer to gen speeds. They feel like being able to delay the game as long as possible gives them an advantage. And they aren't wrong in that thought.

    2) New ruin is a completely opposite perk in its implementation. Since the game has come out killers have been conditioned to defend generators. That having generators pop early is losing. The emblem system reinforced this. Even survivors got to the point where they thought they won and deserved to escape when the last gen was popped. End game build are considered toxic, and those who run end game perks are crappy killers who need to 'git gud'.

    You cant change 3 years of conditioning overnight without backlash. Good or bad it just cant happen.

    3) Killers were calling for a ruin change. They wanted it more consistent. Instead, they made it an end game perk, tied to totems. The inconsistency in ruin wasnt affected. People see lit totems they cleanse. Hence why haunted grounds works. Ruin is still going to be cleansed within a minute of the game starting only now it wont have made a difference in the game at all

    If they made ruin weaker and removed it from the hex then the backlash would probably have been much less.

    4) Killers have been saying 2 things; gen speeds too fast, totems too inconsistent. Developers say, ruin is unfun for survivors so here's the change. It feels like a slap in the face to killers.

    Again, this isn't about whether or not the perk is useful or not. Just trying to open a dialogue into why there is such backlash on this change

    Although its not directly about ruin, I think there are some more reasons for the uproar.

    - The phrasing of the dev notes. They said its a problem to play "against". Their wording only involved one side in terms of frustration, fun and struggle.

    - The transparency. The change came out of nowhere. And they didnt say anything about further steps. So people just see something important suddenly taken away from them.

    - Missunderstanding. The fact they think the gatekeeper emblem was the reason for running ruin hit many players hard. They didnt even tackle the objective times. So players feel disconnected from the devs because they base their decisions on wrong reasons and dont see the core problems.

    I think these things also add up to the ruin topic and gets players angry.

  • @YaBoiFreddy said:

    So I had all 4 survivors keep going for this 1 Gen they wanted it so bad I ended up downing all 4 at the Gen and hooked 2 let the other 2 bleed out cause no close hooks

    I think you played well. They kept going for that gen in your face and you realized that and downed everyone. You didnt hook 2 of them because they could have wiggled out. I wouldnt give them a chance again after they totally missplayed. The survs on the ground could have crawled to a hook but decided to stay there because they knew they could wiggle out. So nothing wrong with let them bleeding out.

    It is not unsportsmanlike! All of what you did is legit. They played bad, you capitalized on their mistakes.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/983662#Comment_983662

    I didn't say it wasn't a strategy nor did I say it wasn't effective. I just stated that you can't complain about looping being a tunneling killer as one leads to the other. Sure survivors will loop you but I have noticed games get less sweaty when they see that you will go out of your way to play "fair".

    You didn't anwser have you played much survivor? Because while getting tunneled off the hook after getting farmed by a teammate may indeed be effective for the killer. But as a survivor it seems unfun and unfair. It is not my fault my potato teammate unhooked my right in front of you without BT. Now I depip and get no points and spend my time learning how to loop better so I don't get caught next time.

    Tbh I noticed the exact opposite.

    If I play fair they abuse your "kindness". When survs see you dont tunnel and leave the hook they start unhooking right in your back, heal under the hook and get back to the gens. I dont even know how you can play a killer fair and less sweaty :D

    I dont see a problem with tunneling. But I can understand the frustration. I usually play solo or 2 man squad at R1. And if you get good mates everyone works together to keep the others alive. I almost enjoy tunneling and camping because its more challenging to overcome this as a team. If I get camped or tunneled right out of the game and I depip, I just do a second game and pip because its fking easy :D

  • Im not a fan of the ruin nerf. Last couple moths I played like 70 surv/ 30 killer. Still manage to keep my R1 on both sides. My first 2 years in DbD I played Killer only. For the last year, surv just felt more relaxing and less frustrating. I never had problems as surv with ruin. Tbh I thought what is wrong with a killer on R1 if he doesnt use it. As killer its not like I ever relied on ruin. But I feel its needed on some killers. I think its funny how some big brains say killers who use ruin are not skilled xD. I use ruin a lot and I dont think I play every season R1 killer for over 2 years now because of ruin lol.

    I hate slugging, camping and tunneling. Hate to face that and hate to play like that. And Im really tired of red ranks as killer. So with this ruin nerf I will just depip myself to rank 15 and play the most chill games I ever had. I heard the game is balanced in these ranks xD. And I will do that just because I can :P

  • Always green ping. But what I noticed are some weird lags. like always a smooth game and then suddenly a freeze or lag. I downed a surv and had to search her lagged away body lol

  • @Zombra808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978304#Comment_978304

    I meant killer buffs for every killer, not specific. Spirit and Freddy were both performing much more than the average killer, hence their nerfs. Legion was changed due to him being annoying to play against, and considered bad by the community. And regarding the inaccuracy of the stats, they are showing which killer is over performing and which is under performing, which most people agreed upon. If these stats are completely false, then Spirit and Freddy are both fine and balanced because of the inaccuracy of the stats, along with the weak killers being average. I agree that there are many factors that affect kill rates, but this is showing the plain and simple kill rates across the board.

    Why are you discussing killer changes with me?

    Killer buffs for every killer? what? explain pls.

    Oh dude... just value these statistics. I dont want to even change your mind. I would recommend going back in the forum and read the threads. It was a hot topic then.

  • @Zombra808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978242#Comment_978242

    How are these not stats. Sure they are a little outdated, but nothing but killer buffs has come since then, to my knowledge. I see them as facts, I'm interested to see how they aren't.

    Idk for how long you are active in the forums, but these statistics were discussed to death already. To the latest ones, even the devs said to not take any conclusions out of it. There are way too many variables hidden in these killrates.

    Nothing but killerbuffs since then? Thats just not true. Just in the last patch spirit got nerfed pretty hard, legion was tweaked again. Since then there was hotfix with a nerf to freddys slow down addons and onis blood marbles and flick.

  • Omfg there are still players who base arguments on these statistics. Honestly please stop. They are just not the "facts" you think they are.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/975468#Comment_975468

    Agreed with your thoughts on their reasoning.

    The RNG is needed though. Without the RNG, strategies will be set in place that take away from the need to adapt in this game.

    I still think there would be possible solutions to get rid of rng where it doesnt make sense for example with skillchecks. I wouldnt mind having a fixed amount over a certain time.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/975294#Comment_975294

    Winning is subjective, but mostly everyone complaining about the potential Ruin change is they’ll have a less likely chance of getting a 4k. At least from my reading.

    Also, maps and gen placement along with totem placement are all RNG. Unless you use a map offering. Where I’m getting at with this is... you can have a perfect build for a large map then get placed on a small.

    For small maps, Ruin is pointless imo because it’ll be easier to find. It is much more needed in larger maps if your map pressure is subpar but it’s not required.

    I don’t agree or disagree with the choice or changing the perk.

    I didnt understand it that way tbh. I read more about an unadressed balance issue in map size and survivor objective speed in comparison to killer objective speed regarding the ruin issue. Could be that people feel that way, idk.

    You are right. But I rarely see full builds with complete synergy and I dont think killer players want to go in full try hard every match - just my opinion and observation. Ofc you can use a build for a big map and get screwed over by rng. Thats why I personally dislike rng in DbD.

    Agree. Tbh if all maps were smaller and more balanced I wouldnt run ruin at all no matter what killer.

    Im also not for or against a different ruin. Its just not transparent what the devs are thinking. If they would say something like: We change ruin now to get an idea of the game without ruin and then look over the maps and gens etc. , I would have no problem with this announcement.

  • @LustForBP said:

    Why do you dislike the Ruin CHANGE?

    Personally, I do not use Ruin and I still win games.

    A killers options on winning are not just based on the Survivor team and whether it’s a strong SWF or a bunch of randos.

    Killers have to have an adaptable play style just as survivors do. It’s all based on Maps, Perks you choose, and Add Ons. Ruins changed, adapt.

    I provided a screenshot in another post of mine of me winning a game as Bubba with no Ruin. The excuse I received was because I had “Map Placement + Insta Saw” and with that I “didn’t need perks to 4K”. Does this not prove that Ruin isn’t ALWAYS needed?

    A lot of you need to understand you CANNOT win every game you play. Regardless of Ruin you will still lose against the majority of strong SWF teams and even some solo player teams. At least, that’s my experience.

    I’m not in a frenzy about this change because I’ve adapted to not using Ruin a while ago and now it’s more of a chore using it because of the worry of it being destroyed early game.

    We haven’t even had the chance to actively experience and provide constructive feedback on the change.

    Why do you feel the Ruin change is so detrimental to Killers?

    Win is totally subjective. Did I win with 4k, black or 1 / 2 pipping, having fun, x gens werent done, 3 hook every survivor, etc. Screenshots dont prove anything.

    You can 4k at R1 without perks and addons regardless your choice of killer. No its not a proof for anything.

    I agree whe havent had the chance to check the new ruin out yet. So I will be careful with assumptions.

    I think ruin is a perk to help you with large maps and killers without strong map pressure. Just the early game effects of ruin makes it viable even though it can be cleansed early on. Tbh I had the most fun games with a long lasting ruin. I could go for 12 hooks without slugging, camping or tunneling. I think its not about that you cant perform well without ruin. Its more about how you perform well.

  • I swear the games with ruin up were the most enjoyable ones as killer for me and also the longest. In the games with ruin up the whole time I could play fair and had the chance to go for 12 hooks with mid and low tier killers. The games where ruin is gone instant or where I played without it were just sweaty. I dont rely on ruin, I just enjoyed the games with it more.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/972923#Comment_972923

    The OP has suggested as much in other comments I've seen of theirs on the same topic. I responded the way I did to this thread on the assumption that its creation was motivated by the same viewpoint that they had expressed earlier.

    ah ok. thx for clarification.

    Though I wouldnt recommend taking posts from threads over to others. This will make things very confusing

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/972869#Comment_972869

    https://forum.deadbydaylight.com/en/discussion/comment/972871#Comment_972871

    I never said I thought they did the right thing. In fact, I think they neglected to consider the strategic importance of early-game pressure and made a mistake by assuming that Gatekeeper was the only, or even the main reason why people considered early slowdown so valuable.

    But I think criticisms are more likely to be heard if they're fair, and I think it's not fair to suggest that the developers didn't even think about why people use Ruin so much in the first place, because they obviously did. They just didn't reach the right conclusion, which is why the changes made didn't adequately address the issue in the end.

    Ok so they thought about it, but came to the wrong conclusion.

    Who said they didnt think about it?

    Its about if the devs should check out the core issue why over 80% red, 40% or something overall use ruin before adressing a change to it.

  • @Fibijean said:

    We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible. 

    Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem.

    Isn't that exactly what they tried to do here? They might have gotten the reason wrong, but they did at least attempt to do exactly what you're requesting.

    Well they said its for the gatekeeper. Tbh I never used it for that reason.

    Sure they said its for early game gen slowing. But in my experience not because of gatekeeper.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/972397#Comment_972397

    Let's take your example a little further - after you make the save, the patrolling killer comes back. Do you A) leave the injured survivor to deal with the killer (the advantages of that being - that survivor should know which pallets have already been used, and you can go finish the generator you were working on) or B) start a chase. Most of the time I end up choosing B) (start a chase) because I don't know the random well enough to know how long they would last while injured, and I don't want a 2nd hook/last hook to happen to them immediately. But then in this scenario, I can't go back to the generator I'm working on. Now, if I were in SWF, I can direct a teammate to go finish up my generator while I'm in a chase, but not as a solo player - I have to rely on luck or another observant random player to go prioritize finishing my gen after they are done with theirs. So most likely, even if I run the killer for about 2 minutes, lose him/her, and run back to my generator, I may have to start from almost the beginning. Again, another communication benefit that a good SWF can take advantage of - knowing which gens are almost done and work on them in the most efficient manner possible.

    I know a lot of people feel playing solo survivors are difficult, but for me personally in my experience, it's not too bad. I have some good games, some bad. But my personal experiences don't really matter because that doesn't change the fact that there is a large gap between good solo players (who have to rely on luck and good guesses to make up for the lack of information) and good SWF players (who have the ability to have pretty much any information they need to know at any moment). Which then presents a problem with balancing - are good killers being balanced against good solo players? or are they balanced against good SWF players? Or somewhere in the middle (which still means that SWF still remains the strongest of these groups)?

    You're right - solo and SWF gap won't widen significantly by this Ruin change. The problem is that there is a gap between the two experiences at all. The developers already stated that they aren't doing anything to 'reduce' the gap - they stated that they are simply making sure the gap 'doesn't increase.' But if that is true, at the very, very minimum, whenever they are adding something to the game, they should make sure that these changes aren't giving any advantage to SWF over the solo experience at all. Because every little advantage becomes additive. In that respect, it makes me wonder if they actually understand that and are trying to balance the game for the better.

    Tbh I can only provide you with my own experience. Because I run kindred I can see my 2 other mates. If they working on a gen and dont seem to go for the unhook, then I will. I will even completely give up my gen for the unhook and then taking the chase. Chances are that the 2 others will finish their gens, maybe find my gen or start a new one.

    I enjoy playing solo because of the higher difficulty due to potato survivors xD

    I cant tell you how they should balance. Since coms are a thing its barely manageable.

    Agree. I saw that stream where they said they would try to not widen the gap further. Like I know behavior they will try to fix this issue with perks just like kindred. And in 2021 you will have to run 4 aura perks as solo player to have the dame amount of information a swf team has. Cant wait to see this bs happening.

  • New players are important, I get that. But as veteran player I feel ignored. Like no one cares what red ranks look like. I supported the game since beginning and everytime dbd gives some support back I feel like its for the new players. Thats more frustrating for me than missing every ruin skillcheck

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/971781#Comment_971781

    That urgency to finish the generator 'first' is exactly the type of problem that often ends up costing solo players, at least decent ones. Good solo players often tend to have more self-control on not immediately running for the save, but instead first calculating the likelihood of another survivor doing it instead. Are they SWF? Or a solo player with WMI and Borrowed Time? Or have I observed a bad solo player who tend to run head first into killers to save someone? Am I the closest one? Do I think I can finish this generator before the killer comes? Is the hook person worth going for a save (as in, is he/she capable of making up for the time I spent saving him/her?)  Most of the time, we end up guessing correctly, but there are times when the remaining few mistakes end up being very costly and game-changing. At the end, solo players end up making lots of "guesses" from previous experiences (both from that one game and other games) which SWF never have to do. The new Hex: Ruin will be another factor that solo player would have to ponder over, while SWF players will have less of a chance of making the same type of mistake due to their ability to communicate.

    Sure it will cost you more if you leave your gen as solo player. I play 90% of my games in solo queue too. But lets be real, the problem is not ruin or the "new" ruin. E.g. if you leave your gen at 99% and it regresses, I takes roughly 160 seconds to go down to 0% with new ruin. I dont think you will suffer from this. I know its really hard playing solo. I even have kindred in basekit to get at least some informations about my mates. But imo the gap between solo and swf wont widen significantly by the ruin change.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/971703#Comment_971703

    I destroyed him. They hook rushed and I chainsawed the whole area and he was collateral damage. Then he hook suicided.

    Oh ok. Grand example of too easy pipping system for survs.

    I wouldnt use it as reference tho

  • I think if the killer runs the new ruin you can just finish your gen as solo player and then go for the save. I dont see a problem there. You can finish it quicker because you dont get penalties for non great skillchecks. I do think players will have the urge to finish the gen before moving away but honestly, the gen will still regress slower than your repair speed. Oh and you can still cleanse it. so...

    And yes Im also disappointed of the dev update

  • I would play DbD from rank 20 to 1 to get an idea of whats going on and then fix this mess.

  • Thanks. Now I smell like a potatoe.

  • I remember a time on test servers with a changed hatchet hitbox. That was a fun time. Literally unplayable as huntress.

    I think changing survivor hitboxes is out of question. Cant even imagine how and it would affect the whole game.

  • I think that many players are not aware of hitboxes. Yes dedicated servers worsen it. But thats a different story.

    https://youtu.be/56aSD99gmTI

    Idk how to put a time stamp. But I would recommend watching this vid at least close to the end.

  • Get used to where you can throw through and over, what has collision and what not. Learn the hitboxes for your hatchets and survivors. Try to figure out when to m1 and when to throw. Practise long shots and close hatchets. Be patient. Get used to the wind up time and when to charge full. Dont use a crosshair, its cheating. I would recommend playing without addons for the beginning.

    As for perks I use the builds from umbra (If you hit your hatchets pretty well) and fungoose (for more gen stalling and map awareness). Pls look it up on yt yourself.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/962478#Comment_962478

    Yeah, this currently happens but allowing people to go back to rank 20 and stay there would cause a lot of issues for both sides.

    It would only exacerbate the issues we currently have with matchmaking, queue times and toxicity.

    Got you. Thats why I think r20 reset alone will be not the solution. But maybe could be part of it.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/960944#Comment_960944

    DCing is not the only way to depip. The DC penalty would not prevent:

    • Hook suicides
    • Avoiding objectives (to throw the Lightbringer Emblem)
    • Avoiding helping teammates (to throw the Benevloent Emblem)
    • Trolling
    • AFKing

    Yeah sure I didnt mean that would fix the whole depip thing. I was a bit confusing here.

    But you have the same thing happening atm and I think also always

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/961060#Comment_961060

    True. You're right and the more I think about it your suggestion is possibly better for the game.

    However, until the proper overhaul of the whole ranking system that was promised in the 3rd year anniversary stream I'd personally like to give the current reset system a chance.

    Right know I've completely given up hopes of being matched up with and against players at my skill level, so I see the current approach to rank resets as a way to reduce my time waiting in lobbies, as it will push a lot more players into the higher ranks, potentially (hopefully) decreasing queue times at red ranks for both killers and survivors.

    Your suggestion will help out newbies with faster queues, but people at high ranks who will take about a week or less to get from 20 to 1-4 will have to endure even worse queues than they already do.

    Obviously, I'm biased towards red rank queue times at the expense of the new player experience, so it's a good thing that i'm not a developer!

    Tbh I think r20 reset would not work with another ranking system or matchmaking. I agree, red rank queues would be awful. Dang its really difficult ^^

    I think the main problem atm is that ranking system and matchmaking arent working together. I hope the devs come up with a good idea for it.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/961004#Comment_961004

    Maybe, but I don't think so. On the other hand, after many hours in the game, some survivors only enjoy getting chased, so they could technically stay at rank 20, make life miserable for new players and still enjoy themselves.

    Not saying that it will happen that often, but it's still technically possible.

    In my opinion BHVR should just make it really difficult to rank up and/or find a way to make it so that ranks are reflective of players' skill and not amount of time spent playing the game Then rank resets wouldn't really be necessary at all. No idea how to achieve that, but it should be possible.

    Yeah I get that. I just think there will always be players who like teasing newbies.

    The approach with the r20 reset is just a idea to get a sudden change of pace. In long term I think they need to rework the ranking system like you said.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/960944#Comment_960944

    There are other ways to make sure you don't pip without having to DC - don't touch a gen, don't escape and rescue teammates in the killer's face..

    Sure but doing that would literally make you a rank 20. Even now there are people like that. Or do you think a reset to R20 would cause a rising in depipping players.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/960882#Comment_960882

    Some survivors or killers decided to stay in the low ranks by intentionally depipping and such for easy games.

    It's why it's not possible to depip rank 15 anymore.

    which would be fixed by the dc penalty

  • @OnryosTapeRentals said:

    This is pretty much how rank reset used to work.

    Rank reset was changed though because this system was unfair to newer players because it meant players of rank 1 skill were being labelled as '20' and matched will actual rank 20s.

    It led to a frustrating experience for more confident players who were being pared with new teammates and it made new killers lose as they were being matched with those of a greater skill level.

    But wouldn't this only be the case right after rank reset? If the matchmaking were more accurate and not something like +-6 ranks could it work?

  • On the next episode of "killers op pls nerf" wraith is overperforming, has no counterplay and cant be punished for mistakes.

  • Well its definitly a very special experience.

    I can only talk about the higher ranks and there you have longer queue times as surv compared to the instant killer queues.

    I cant confirm the 89% but you have a high number of swf no matter if 2, 3 or 4 man. Its really easy to connect with others at least on ps4.

    The worst things on console for me are still the fps, bad controller sensetivity and the 360 issue where you get hits denied.

  • If the survivors used up all fountains to cleanse, all get reseted.

  • I dont really understand how ruin has rng.

    The totem spawns are rng, although they are limited. The out of LOS placement is totally bs. I disagreed about no side has a clear advantage. If you know where the totems can spawn as survivor you have the advantage. If it would be pure rng there wouldnt be any reason to remember totem spots.

    I think skill checks are really rng and therefore are fine. Although hitting great skill checks is too easy imo.

    The problem with ruin is not rng imo. Its overall bad totem spots. For example, when I go into the schools' basement in badham there is always 1 or 2 totems. Thats not rng anymore. You can walk over the map and dont have to search for a lit totem if you know the spots. And its noises are loud af. Its hard to miss it.

    The strength of ruin is not the number of skill checks you get. There are many players who cant hit greats everytime or dont want to bother with ruin and run around to find it. That alone is enough to make ruin worth it. And it applies to every survivor from the start.

    And yes there are really good squads out there dedicated to gens so much, they dont even care about ruin. Happened to me one time since hag release.

  • Lol wth

    Im totally against this. You can celebrate your LGBT everywhere but leave video games alone pls.

  • @itsmyghost said:

    Firstly, hi and happy holidays, people.

    Secondly, the reason for which I'm here: played with a killer who camped, we called them out in post-match chat, they said it was ok to camp because we "did 4 gens in 2 minutes".

    The rant part of the post:

    • I was playing with random people. I get a killer, Nurse, felt like she camped but I have a hard time judging when a nurse camps due to her blink power. Safe to say, she was always ready to jump in the unhooking area within 5 seconds. We only did 2 generators (will be important in a second).
    • Moving on to the next match. This time, a Clown. The same person behind him though. Well, match starts, these new survivors that I got matched with and I are having a good match. We do a generator within a minute, move on to the second and someone gets hooked. I, having Kindred, can see that the killer is camping. So can the other survivors. Other 2 people try and get the rescue somehow, make an escape and we go onto generators again. Separate generators, I guess. At this point, I was doing one alone. I see one gen pop 5 seconds before I pop mine. Other 2 people were doing another one together, it seems, as the 4th gen of the match pops about 30 seconds later. At this point, someone gets hooked. Someone else. First hook. Killer camps. Me and other 2 survivors do the last gen together. It's done in no time. I go and open an exit gate so close to the killer that I had the heartbeat on (was faint though). Nothing. Killer stood and threw Aftertonics at the hooked survivor.
    • Another thing that bothered me was that the killer said (in post-match chat) "easy", among other things. Honestly, if YOU see this, just because you hook 2 extra survivors (in endgame) who tried to save the one survivor you were camping, it doesn't mean it was easy. Me and the other survivor who tried the rescue could have just went out and you'd have been left staring at someone on a hook. Guessing that is easy to do though.

    Now, killer mains, is there an unwritten rule about camping being ok when survivors are just good and do gens quickly? I was not aware.

    camping is always ok but not often beneficial.

    The written rule is that camping is in the game, can be used and gets penalized.

    I dont even understand why people still open threads about camping. I think it was everything already discussed enough. There are players who camp, so whatever.

  • @SambaSaw said:

    I mean.. I'm playing in red ranks and it takes so long to find a match and if I find one its rank 2 rank 2 rank 3 rank 4 vs rank 9 killer. He chases for entire game while the others just sit on gens. And every single game is so monotone. Even as a killer. Chase, down, hook, chase, stun, hook. Its not satisfying anymore to do anything in this game. There are rare games when I actually get to have fun. Its when surv aren't toxic and actually are nice in chat. That is the best thing in dbd by far.

    I think the "magic" in DbD is, that you need to play this repetitive game for 1k+ hours to realize you have just been in an endless loop the whole time.

  • Two possibilities.

    No. 1 : A bug

    No 2 : Steve fell into another dimension as he entered the locker. He arrived in a world where the perk DS hasnt been invented and so you couldnt DS the hag. Maybe take a ride with the delorean will fix this problem.

  • When I had the trap challenge on haddonfield I had a really easy game. As 2 survs were left the meg wanted to help me with my challenge even though I had it already. So I let her farm and gave her the hatch.

    I would honestly do the same as survivor although it takes away the challenge aspect. But there are really toxic killer players out there so I wont help anymore as surv. I had 2 matches where the killer made it clear that he wants so farm. And suddenly he went full @%#&!# and went for the easy 4k.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/944669#Comment_944669

    Slugging is fine, boring, yes.

    Mori spamming isn't and is just to piss survivors.

    well thats what I said lol

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