THE_Crazy_Hyena
THE_Crazy_Hyena
About
- Username
- THE_Crazy_Hyena
- Joined
- Visits
- 2,268
- Last Active
Comments
-
@Mr_K said:
Why? You can adjust them in the settings.
Besided, the 120 hard cap was put in place because it caused issues when set higher. If you are able to increase it higher after last patch then you may experience bugs.
Correct, there were some issues with broken animations. Though, the cap could have been raised to 144 fps just fine.
-
@TragicSolitude said:
That's not even getting into the console optimization… or lack thereof. The game's nearly literally unplayable on Switch.
Maybe they're incapable of fixing the frame drops/general fps or designing the game to not get so screwed over by input lag, but they've never even bothered to add more controller options like dead zone and response curve settings.
In the case of the Switch, I think Nintendo should rightfully take some of the blame for using very underpowered hardware.
I mean, getting an Unreal Engine game to run at all on what is essentially an oversized smartphone with half of a GTX 750 is a feat in of itself. - Yes, the graphics chip in the Switch is Maxwell based. The graphics architecture that debuted in 2013.
I really don't think there are any more optimizations that could be done for the Switch port.Now, if the game is compatible with the upcoming Switch 2, I think that would really help performance a lot, since the new console has around 10 times the graphics capabilities of its predecessor.
-
@ButThatBootyTho said:
Hey I feel that the bloodpoints for each match are not worth it. I don't think the bonus or offering is working for me. 180,000 in my last match when I feel like it should be over 300k. I even brought the blood eye offering. Idk it feels kinda lame tbh.
Bring a cake (anniversary) or BPS to get a bigger general bonus instead of just the event stuff - Personal offerings like escape cakes or survivor puddings work as well.
I have been getting between 225-300k per match (depending if I were survivor or killer). -
While JAWS sounds a little far-fetched to me, a velociraptor as the killer would make more sense. Think Jurassic Park or Resident Evil's lesser known twin, Dino Crisis.
-
I too made a post about this earlier.
But as of today, this oversight is fixed, and now it should display the correct 5 million instead of 2 million. -
For the most part, i bring a medkit with a charge and a speed add-on. This is good for self-healing once, and helping another survivor in a dire situation. I rarely bring syringes or styptics.
- It helps the unhooker by being able to go somewhere else (i.e. on a gen or unhooking someone else) in the time window it takes me to heal back up to full health, and when I am done, I can go to the closest gen, and get some progress done.
- If I know that the killer is far away when unhooking someone, I could spend the last 16 charges on the unhooked survivor, and heal them at a faster rate, saving some time on resetting.
-
Seems like it is fixed now. Although, when I played yesterday, it still showed 2 million.
-
@SAWII said:
If the cap limit raise is temporary, there might not be a point to adjust wording that will only get changed back shortly thereafter.
I don't think it is temporary, since it was not mentioned anywhere in the post, or the patch notes for the event
-
Ran into a Hag in my last match. Felt good not having to face countless Ghouls.
Other than that, I also saw a Doctor. I feel like Doc is pretty rare to see as well.
But Demogorgon.. I don't know when I last saw one of them. Probably during Halloween, like half a year ago.
That is probably the last time I saw Artist also.
I ran into Twins not that long ago.
And last I saw Skully was probably around Christmas. -
*rock music starts playing
"Here comes the Trapper … Gingersnaps"
"Here comes the Trappeeeeeerrrr" -
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912190#Comment_3912190
way back in the day there used to be map offerings that had the Common and Uncommon rarities. I think these were the values but some one can correct me if Im wrong:
Common increased chances by 10%
Uncommon increased chances by 25%
Rare increased chances by 50%
These became no longer obtainable in October of 2017, and the green rarity ones were the only one that remained and they guaranteed being sent to that realm (like today). They were later retired in I believe 2021 or 2022, meaning they couldnt be used anymore.
Moonlight offerings also became unobtainable during that patch, and they made it so the maps were either darker or brighter. I believe these were retired back in 2018.
Cypress Momento Moris are more recent. They were Uncommon rarity and they made it so you could mori the last Survivor. This how ever was made basekit with the introduction of the Finisher Mori, and the offering was retired.
It worked a bit differently.
They increased the chances of getting the selected realm. Or rather, a modifier of the "realm selector logic".- Brown rarity increased the logic by a factor of 2 - Not guaranteed, but more likely to get this map.
- Yellow rarity increased the logic by a factor of 5 - Not guaranteed, but much more likely to get this map.
- Green rarity increased the logic by a factor of 9999. Basically guaranteed this map.
These lower-tier offerings were taken out of the bloodweb on Patch 1.8.0
Lower-tier map offerings were retired on Patch 6.1.0 - The patch that killed Old DBD.Moonlight offerings was taken out of the bloodweb in Patch 1.8.2, and retired altogether in Patch 2.3.0. I have faint memories of these, since I started playing on Patch 2.2.2 and used them in a custom game with my firends.
Cypress moris got taken out very recently. I believe they were instantly retired and made secret (completely erased) as well. This happened on Patch 8.3.0, and players who had these stockpiled could get a one-time bonus of 1 million BP.
I believe the green map offerings will now serve the same purpose as the brown offerings from back then, since they now only has a 20% chance of sending you to the selected realm.
-
The ABC of events in DBD:
A. Always
B. Bring
C. Cakes
-
@Clevarz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908496#Comment_3908496
I personally never had an issue with boons this is new info to ngl 😭
It was never mentioned that boons were an issue. My original comment was replying to someone who talked about it used to be fun before CoH got nerfed.
What I meant was that the game used to be more fun in the past, long before Boons or any of the more modern stuff came to be. Hence why I mentioned all the old things.
Personally, I would love to have much of the old stuff back, since the game felt genuinely better to play at the time. More specifically, I would love for a classic mode with all the QoL updates we have today.
Classic HUD, but with the added QoL stuff, like the indicators for repairing/healing/being in a chase etc.
Classic maps, with some QoL like removed infinites, but retaining the classic dark lighting and heavy fog.
Classic perks, add-ons, and so on. Would have been a fun mode to try out, and seeing how the modern playerbase would feel about the golden days (generally accepted to be between 2018 and 2021, before SBMM and grades got implemented). Blizzard did this with Overwatch, and let players test out some classic ways of playing, from the very beginning, throughout some defining metas that formed at the time. I think DBD could have benefited a lot from a classic mode (with certain QoL implemented, to make it more fair for the killer players). -
Might do some testing with it then, and see if it indeed works like the OG version did.
Edit: Can indeed confirm that it works like the old version did. It did not help against Kaneki though 🙃
-
@[Deleted User] said:
You are not forced into consistently camping and tunneling in a public match if you're any good at the game. The DbD community has a massive Dunning-Kruger problem. The notion that killer players have where you're either tunneling or perfectly distributing 12 hooks is ridiculous.
Killers can play for hooks if they put in the time to improve. Most won't. They'll assume they're high MMR even if they're losing consistently, never question that bafflingly dumb logic, start tunneling every game, and wonder why they're still struggling against good players after 2000 hours.
Tunneling is way too impactful relative to how easy it is. And the counter relies on magically predicting that you need DS or OTR while also getting teammates who will be perfectly efficient on gens while someone is being tunneled.
I like a challenge when playing killer, so I always spread hooks. I won't always win, but I get to have more fun with the survivors that way. I won't stoop to the level of camping or slugging* either, because that is just being pure evil. I believe that everyone deserves at least a chance.
I really miss the old BBQ though. It was the best anti-tunneling incentive, since you wanted to hook everyone at least once to guarantee that sweet 100% BP bonus, without the need for an offering. Ahh, good times 😊I will agree that tunneling is definitely the easiest way to create more pressure, but if you are smart, you don't take chases that you know are going to be long. It's a lot better to patrol the gens and see if you can pick off survivors that are out of position instead. Hit and run, or hit and commit to a short chase works well too.
And there is no shame in letting the 4th survivor go. By definition, a 3-kill game is still a win for the killer.*In extreme cases, like against a 4-man flashlight/flashbang/sabotage background player squad, I think it is okay to play a little dirty in return.
-
@Pulsar said:
Mmmm, old Balanced Landing.
Perhaps people will realize with this small taste of what old Killer players dealt with that maybe, today isn't so bad after all.
Should be killswitched tho, for sure.
Wait a minute? Old Balanced, with no cooldown on stagger?
-
Necro-thread, but I'll bite.
@Bodark said:
Huntress is in her early 30s roughly. But she was taken in the early 1900’s so if she has been in the trials since the would technically be 150-180 years old since the trials are modern day.
The entity probably pauses aging I would assume. Or maybe transported her to the future? I’m not sure.
Anna is likely in her early 30's by the time the Entity takes her. It is mentioned in her lore that soldiers came through the woods where she resided. Considering that the Red Forest is located around where Chernobyl and Pripyat is today, in northern Ukraine. The soldiers mentioned in Huntress' backstory were from Germany and the time-frame is supposed to be in World War 1, before the rise of the Soviet Union, most likely in 1915, when the front moved eastwards into what today is northern Ukraine. Anna was most likely born in the 1880's, and she was taken by the Entity around the time the war ended. Since WW1 ended in 1918, it is safe to assume that this was the year she was taken. This would make her around 140 years old if time passed normally, but since no one ages in the Realm, she is still in her 30's.
It is mentioned that Anna went to a nearby village (most likely what became the city of Chernobyl) to kidnap little girls. This probably took place in the early part of the 1910's when Anna was in her 20's.
-
Wasn't there one challenge where you had to finish the last gen as a survivor and then open an exit gate and escape?
Or was that an achievement? -
@T1MEXII said:
DBD has lots of strong perks, also lots of incredibly weak perks. Nightlight is a popular DBD statistics website that tells you lots of about perk usages. I think monthly the developers should try and rework or buff at least 8 perks. 4 killer perks and 4 survivor perks. Here is currently the 8 least picked perks.
Killer
• Scourge Hook: Hangman's Trick
• Septic Touch
• Hoarder
• Shattered Hope
Survivor
• Self-Preservation
• Camaraderie
• Buckle Up
• Cut Loose
Hangman's Trick has never been a particularly good perk, at least after the sabotage rework, and now its old effect is pretty much basekit on every killer. It definitely needs some love, and maybe go a little back to its roots, with it being an anti-sabotage perk. How about making it so that sabotaging a hook takes 75/100/125% more time, and 125/150/175% longer for Scourge hooks, and to keep the aura reading, having the "lightborn" effect when any survivor who tries to sabotage the hook will have their aura revealed for (x) seconds. It would probably still be weak, but at least it could be a decent counter to sabotage. Niche perk, like Lightborn.
Septic Touch has always been pretty bad. It is a very niche perk, and the effect lasts for such a short amount of time. It does need some sort of rework at least, to make it usable, maybe a doubling of the exhaustion effect could have helped it being a bit better.
Hoarder is pretty under-used, but I think it is more due to it being a teachable on the Twins instead of the perk being bad.
The perk itself could pair pretty well with Human Greed in order to create small zones of aura reading around the map, since it spawns in more chests by default.Shattered Hope is just bad. It was made as an attempt to counter boons, but by the time it came out, the most problematic boon (a.k.a. Circle of Healing) was already nerfed into the ground.
Its current effect should be made base-kit (with a small increase to action time), and it should be completely reworked into a different perk, or just be removed altogether, since boons are rarely used these days.Cut Loose is decent on paper, but it is way too RNG dependant to actually be useful. If the time window got doubled to 12 seconds, up from 6 seconds, it would have been much more useful in chases, where chaining loops is necessary.
Buckle Up has had its 15 minutes of fame, but I think BHVR overdid the nerf a lot, and so it got pushed back into being irrelevant.
Self-Preservation is extremely niche, since it requires you to be around other survivors who are being chased, while you yourself is injured. The effects are too short to be of any real benefit, and the effects does not stack either. It is just a much worse version of Off the Record, combined with Lucky Break, minus the Endurance from OtR.
Camaraderie. Is this perk ever used? I mean, since Reassurance works for both hook phases
-
Played a few games as Wesker myself earlier. Had a good time, even against a pretty stacked survivor team.
He doesn't feel any weaker than normal, so I guess most players just flock to the new killer until the hype wears off, and then things goes back to normal again. It was the same when Dracula released, and back when Wesker came out, everyone was playing Wesker, for several weeks until the hype died down, and people started going back to their mains.
Not all killers sees the same amount of popularity though, but most killers sees the most amount of play after their release or after a major rework, like the case with Freddy. -
I would love to see the Mountain man from the Cold Prey movies make an appearance, along with Jannicke as the survivor.
Imagine being stalked by this guy. In the movies, he is like a ghost, moving silently through the hallways of the abandoned hotel.
His mori would be absolutely brutal too, where his signature move is grabbing the downed survivor by the chin, and snapping their back/neck by pulling very hard.
His main weapon is a large pickaxe that he swings with an inhuman force.As a killer skin, he could sort of work as a legendary skin for the Trapper, since he uses bear traps in the movie, but he would be better off as a standalone character.
-
Hmm, I think I had one game where I got absolutely steamrolled by the survivors. But it was a long time ago, probably right at the time SBMM got introduced.
I think I was playing either Trapper or Wraith and got sent to Garden of Joy. -
@bleep275 said:
American servers are pretty competitive, mostly from the killers side of things. As survivor, they are far more likely to goof off and play for humor and jokes rather than the win. Killers can be pretty chill but I have not seen one in ages. As killer I pretty much just play for the memes and jumpscares without any concern for winning.
However there has been a shift in player mentality lately, and one that is definitely more negative. The “us vs them” mentality and focus on comp style gameplay has been becoming more common. More survivors are playing only for the win and more killers are playing only for the win. But they do this in a sort of “I’m not playing for fun, I’m playing to punish you” mentality.
I can’t comment so much on the differences in comp styles as I have no interest in it. I think the hyper competitive mentality is the death of casual enjoyment and laughter. To me it facilitates the sense that winning is everything and the only way to have fun is to win.
I have heard Asian servers have use the perk “self care” a lot where as here in NA, we generally see it as a waste of time and more harmful due to how slow it is.
What is the meta over there so we can better compare?
European servers too. Way more emphasis on being competitive than simply having fun.
You want to play killer? - Here, have a Seal Team with only second-chance perks and godlike add-ons.
You want to play survivor? - Tunnel City, and teammates who hides around in a bush on the outskirts of the map.
At least, this is how 70-80% of my matches feels like.Then you have the odd chance of getting someone who just want to have fun, and you get situations where you can just chill out and enjoy the little details that are put into the game.
By the way, the faces survivors were making when struck by Pinhead chains were priceless. -
@WeaverReaver42 said:
It's funny how everyone in this post is acting like I am against improvement to solo queue.
I don't recall where I implied solo queue isn't awful in this post?
Don't get me wrong, it isn't mentioned enough how the SURVIVOR'S BEHAVIORS are the major problem plaguing solo queue, however there is still room for improvement on the dev side of things (especially in terms of punishing people for throwing and giving up).
I have been playing solo queue survivor, I have SEEN how easily most of you give up and actively throw in one way or another. The reason I hate survivor isn't the gameplay, I actually LIKE playing survivor. It's just on average survivors suck far worse than is reasonable, assuming they aren't actively sabotaging. Solo queue isn't the problem, we just aren't willing to admit that the survivor half of the community sucks FAR MORE than people are willing to admit (in terms of skill, and with how they treat each other). I would love to play both sides, but the other people ON MY TEAM make the experience less fun- forcing me to the killer role.
Yes, fix solo queue- I never said otherwise and acting like I did is being disingenuous. However, there is a very obvious trend for survivors to not at all question how they personally can improve at the game.
News flash: You don't need to escape to rise in ranks. It's just the EASIEST way to do that. Saving survivors? Repairing gens? Touching Totems? Looping the killer? ALL of those can get your match rank up. It's about being GOOD ENOUGH at all of those to pull your weight. Most of you struggle to do more than repair gens and unhook other survivors- if that. How can we expect solo queue being better to solve your problems when you can't even play the game properly?
Well, if ranks came back, then the emblems would matter again. All they do now is giving progress towards a grade.
MMR only increases from escapes as survivor. There is the problem. -
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908496#Comment_3908496
I started to play a few months before old circle of healing got removed, so this is what I’m comparing the game with. Maybe it was before or worse before, but how would I know.
Why exactly should I want the old hud back? It was in no world better in the past.
Nostalgia.
-
Boop the snoot 👉️🐽
-
@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908507#Comment_3908507
but the majority of survivors openly admit to chases and looping being the only fun part of survivor and the only skillful action. With this being the case, survivors seem to like and want to be chased but when they get caught they say "ok now I don't want to be chased". But it's the only fun and skilful part for a survivor. they love being tunneled if they can loop forever to give the team time to do gens that's exactly what many survivors want, to do that 1 thing all match but they suddenly don't like it if they get hooked. Seems a bit wishy washy to me.
Well, the general consensus among survivors is that chases and looping is fine in smaller doses. Getting caught and hooked is part of the game, and if it gets your team ahead, then it is a net win for you as well. But the frustration mostly comes from being forced into another chase before you have the chance to do something else, like doing some gen progress or rescuing others.
-
@Prometheus1092 said:
I'm not really sure why people have an issue with tunneling. They want chases... tunneling means they get chases. If people improved their looping or lose line of sight then it doesn't matter how much the killer tunnels, the killer will lose. Yes the killer might get the tunneled player out but if that results in the killer getting 1 or 2 kills every match it won't make it an appealing tactic and it will make tunneling less common. There are perks to aid the survivor in lasting longer against a tunneling killer, the team needs to use this time to do gens and not spend ages hovering around the killer trying to go for a flashlight save when the killer clearly has light born. Put simply if people can't beat a tunneling killer then it's a skill issue.
Last week I used head on to stun a killer for a challenge, this really annoyed them and they literally chased me all match. By the time they hooked me twice all gens were done by the rest of the team, during egc the team saved me and it was 4 man escape. This is soloq.
I think it's not that people want chases, but they don't want to be forced to do just one thing for the entire match, with the most likely scenario of not having the slightest chance of escaping, unless they play in a full co-ordinated SWF.
-
@Langweilig said:
I liked dbd more as they weren’t listing to all the complains. It was a lot more fun before the circle of healing nerf!
It was a lot more fun, long before Boons became a thing.
You had overpowered stuff on both sides, it was chaotic and fun. I'd say the time period between 2018 and 2020 was the best.
You had Silent Spirit - Master of yoinking people off of gens. Omegablink Nurse, Iri-Head Huntress with 3 hatchets, OG Billy (who didn't shout "WAAAAAAAH" everytime he used his chainsaw). And then you had all the OP stuff on survivor side as well. Old Dead Hard, Borrowed Time, OG Decisive, Actual instaheals, and so much more.Back then, you also had the old maps, the old HUD and the old animations. And more importantly, you also had RANKS, and a good matchmaking system.
-
I saw Hens covering this topic. Pretty sad to see something that has been present for 6 years is getting taken out because players on controllers couldn't do it?
-
Bloody Party Streamers or Anniversary Cakes 😇
-
Nemesis approves.
Always loved the Rablats animations. Funny and pretty accurate actually -
Might be a hot take, but the Invocations would have been so much better if they could stack, like Boons do.
- One interaction to apply both at the same time. -
Stevegulls.
But have you tried running that build on Lisa Garland? She has the highest pitched scream. Well, her and Feng.
-
@Prometheus1092 said:
With so many survivor sided maps I think a few killer sided should be left as they are
While I agree to some extent from a killer's POV, I would much rather have a more balanced approach to all maps.
But in the case of Haddonfield, I will agree with the majority of survivor players and say that it is probably the most unsafe map out of all. It really needs a size increase at least, and the return of a few safe spots for survivors. It is 75% dead-zone, 20% unsafe pallets/loops, and 5% decent.
Not to mention the highly imbalanced 3-gen that sometimes spawns in and outside of the Myers house.Haddonfield definitely needs to be bigger again, with more houses, especially on the Myers side, and the street needs to be narrower, like it used to be in the past.
-
@Huge_Bush said:
Buff:
Nurse: I’d remove her fatigue and every time she lands a hit the Survivor instantly teleports to a hook.
Wesker: All of his cosmetics now consist of him being shirtless, which causes Survivors to run towards him.
Wraith: He can now hit Survivors while cloaked.
Nerf:Pig: Can no longer dash. Her roar is replaced with a cute oink oink. Successful snoot boops instantly heals a Survivor and causes a gen to be instantly repaired.
Demopuppy: Shred is replaced with a new prompt for Survivors that grants them the ability to pet the good boy. Survivors can now instantly teleport from portal to portal.
Chucky: Survivors can now punt him like they can with Victor, only instead of getting crushed, Chucky gets sent flying across the map like a football.
I know it was a joke comment, but damn that made me laugh way too much
-
@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/441881/styptic-syringe-abuse
The thing is, syringes do exactly what moment of glory and clean break can in only 16 seconds, thats too short. If they made it close to the minute it takes for the perks, than it'd be a lot more fair.
Styptics already got nerfed in the past, only 5 seconds, which is balanced imo.
However, there needs to be an audio queue for killer and using survivor that a syringe or styptic was used, its si annoying to accidentally hit someone who popped a styptic when you couldn't even hear them
How about nerfing syringes to 24 seconds, which is the same time as a regular self-heal
-
@100PercentBPMain said:
the only solution is play 2 weeks after a new dlc if you don't want to see new content. However, if a killer becomes unpopular then you may miss out on some field research.
I can't find enough Vecnas to save my life. I want to keep practicing against him so I don't get rusty but they are a rare breed now. Unknown too.
I play Vecna from time to time. Fun killer to play as, so maybe you'll run into me sometime
-
Double regression speed (0.5 c/s) would not be too bad.
It would be like having a base-kit pre-nerf Ruin without the automatic regression.I also think that base regression needs to be higher, but if that were to be the case, then the anti-gen-tap buffer needs to be brought down to 3 seconds, so that survivors has more counterplay to this.
-
@wakesafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905439#Comment_3905439
Why are you shooting in front of them? You’re not supposed to shoot past them unless it leads to a down. You’re supposed to land in front of/beside them after canceling your power while you’re in the air. If you aren’t using your power correctly of course you’re better off just 115ing them down
The point is, he can shoot ahead of survivors, cutting them off from other loops, and leaving them out in the open.
I did just that in a game I played earlier, and it got me a down, with little effort. -
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905412#Comment_3905412
We asked for custom lobbies for years. There are many lobby themes, that people liked A LOT.
Some examples are:
- og halloween event
- All kill chapter
My personal favourite is still the Sadako rising - lobby theme. Felt so other worldly.
Sadly they already stated that they do not intend to make us customize our lobbies. Sorry to disappoint.
Attack on Titan's lobby theme. Masterpiece 😆🤟
Really wish they could have given us custom lobby music, like PUBG did -
Map traversal = Check
Forgiving and easy to hit power = Check
Gets countered by chained windows = Check!
That is my summary of Kaneki.
Overall, he is strong. He has some weaknesses sure, but he is definitely on the stronger side of the average. I'd say he is a solid A-tier killer.
Now, I have not played too many games myself with or against him, but he seems fine to verse, at least in my experience of going against him, you just have to play around strong tiles, like a good main building or jungle gyms with LOS blockers. Playing as him is really fun, since you can essentially be like Spider Man around the map, going super fast. I do find him lacking in certain loops, but with the right set of perks and add-ons, you can play around that. He is far better at gen patroling, and catching survivors out in the open. -
Remember that Discord is the strongest survivor perk 😉
-
Kindred + Open Handed is a solid combo for Soloqueue. The extra range on the aura reading provides great value. And it is a nice boon for your teammates too, since they also get the effect of Open Handed.
You could also bring Wiretap and run that with Open Handed, and set it up on a gen that is a little out of the way.
Bond is great for locating teammates
Deja Vu for locating generators, and can help prevent a 3-gen situation.
We'll Make It for faster healing after unhooking.
I could list a lot more, but these are the ones I find most useful for soloqueue.
-
@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903389#Comment_3903389
Funny how old rank matchmaking was less frustrating than what we have now. Sure you had different caliber of players reaching rank 1 but we had depip when your emblems sucked and there were no L streaks where you go against sweatlords 500 times in a row like a punching bag.
I miss the old ranked system to be fair. Especially how it was cirka 2018-2019 where players were actually matched based on their ranks, and you found people around your own rank (usually +/- 1-2 ranks).
I believe the main problem was smurfing and balancing around SWF groups that were difficult with the old system, hence why "rainbow ranks" became prevalent in the later part of the ranked system's lifetime.
Smurfing could have been prevented if tier-skipping was a thing. Say, you loaded in on a fresh account that was rank 20 by default and played like you do on your main account, you would easily beat the easier opponents, but if your winstreak got high enough, instead of double-pipping, you would instead skip to the next tier of ranks (from brown to yellow, to green etc.) - I think that would have been the solution to the de-rank/smurf problem that was present at the time.And correct me if I am wrong, but back-filling of lobbies also sorted by ranks back then.
-
@LordHeXaGoN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904190#Comment_3904190
Hold him in loops as long as possible, majority of players cant do that. So he just shread through all spawn and start hooking one by one.
Yeah, loops are definitely a counterplay to him. Unless you force survivors out of the loops, he really struggles with catching up within a strong tile.
-
I feel like the new killer has a very fun power to use, especially for map traversal. The Ghouls are fast, and it seems like they'd take a few matches to completely warm up to. My sample size is still small, but this is my summary of The Ghoul.
I versed a different variety of survivors. One casual team, one Seal Team, and some in between.
Against the casual team, I absolutely obliterated them, and then proceeded to spend time with the last two survivors alive to learn how the power functioned. Seems like the best way to traverse the map is to use the first longer dash, and then cancel the power prematurely.Against the "in between" team, I had a fairly relaxed match, and I did not feel that much stronger than other killers with higher mobility. Maybe Wesker-like, but if you find yourself on an unfavorable loop, just leave the area and go after someone else.
Brutal Strength is really good on this killer tbh.And against the Seal team, I had a very bad match. Those who knows how to run the tiles properly can be really hard to catch up to. But catching them out in the open is a guaranteed hit/down. My takeaway from this match is to stick to gen-patrol, since splitting up gens against The Ghoul is the best counter, bar none.
One more takeaway point is definitely maps. Bigger, and more open maps are definitely stronger for this killer. The Borgo maps in particular is probably this killer's best realm, alongside Coldwind. Then you have maps like the Swamp, where I felt like there was too much clutter in the way to really take advantage of the power.
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903791#Comment_3903791
well as much as i dream of a different life i am sadly still here kicking
I was pretty surprised when they added Rize as well.
I almost perished when I saw her. Oh and it was the easiest buy of my life 😄 -
I wouldn't call Nowhere to Hide overpowered, but more over-used.
Since it is meant to counter survivors hiding near gens, it should have been tied to the gen, and not the killer. Though with a smaller radius of 16 meters instead of 24, and an increased duration to 10 seconds. -
I feel that Steve and Leon has garnered more hate than Renato. I don't know why killers would hate on Renato anyways.
I find more killers tunneling me out as Sable than Renato to be honest.


