TheSubstitute
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@Sluzzy said:
Three times out of the few matches played today I have actually lost due to one perk.
A reminder that NOED is a perk that rewards failure. The survivors did well completing the objective against impossible and unbearable odds only for someone to lose because the game gives the killer a petty kill.
I wouldn't mind this perk if two conditions were true;
1) The survivor objective was much easier to complete.
2) Survivor had a similar perk.
It's not a good feeling to lose when the opponent played poorly but got rewarded for it. When the state of the game incredibly favors the killer, NOED needs a change now.
Survivors don't have a similar perk. They have a vastly superior perk with Dead Hard.
If Killers had a gap closer that they could use every minute, or every 90 seconds, to shorten chases kill rates would increase far more than what NOED does. What about if the Killers could do it every 15 to 30 seconds since each survivor should be about one quarter as strong as a killer in doing their objectives and there's only one Killer?
Imagine if, on demand during a chase, a Killer could just lunge forward the same distance as Dead Hard. How many chases would become so much shorter?
And if, with the press of a button, a Killer could ignore a pallet stun, a blind or a flashlight save?
That would be far more of a buff than a perk that gives Exposed and a speed buff that can also be cleansed and is only active during end game.
Not that I'm arguing NOED is fine. I think it does need a rework. But saying that Survivors don't have a perk similar to NOED is only technically correct; there's a perk Survivors have that's better.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2974921#Comment_2974921
For me I want to stay in the match longer for emblem points. Sometimes to rub it in if they played we're turds. But mainly emblem points.
Emblems max out at 9 minutes if you're sacrificed. If you're escaping time is irrelevant for emblem points (escape but was downed once 3 points; escape but wasn't downed 4 points).
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@Annso_x said:
https://forum.deadbydaylight.com/en/discussion/comment/2974462#Comment_2974462
Tbagging as taunting in a pvp game is nothing new or worth screaming "toxic" over, it's not like they're hurling slurs in a voicechat. Also the vast majority of killers who tunnel / camp as their game strategy (aka from the beginning of the game) don't actually need to do it bc they're not in high MMR no matter how much they tell themselves they only lose bc they're going against a sweat swf on comms (but that's a discussion for an other day).
https://forum.deadbydaylight.com/en/discussion/comment/2974442#Comment_2974442
Tbagging doesn't have an "intended meaning", you're literally making the meaning up by yourself and getting mad over it... it's the only way besides emotes and nodding (that are also considered toxic) for the survivors to express themselves, i don't tbag bc ppl act like i insulted their mom over it but everytime i consider doing it or have done it in the past was to say "good hit / that shouldn't have hit" "bye / ggs / thanks / please" "lol" "look / come here" or whatever, even if the majority of people are using it to taunt you it's literally a pvp game and not that deep. As long as they keep the taunting in game you're just being dramatic if it actually upsets you to the point of wanting to quit the game (and in that case you should definitely stop playing it tbh).
Crouching does have multiple meanings in the game; one of which is very derogatory and is specifically the meaning I'm referring to. The rest are just due to the limited emotes in game.
The people who use it to taunt are generally either children, have the mentality of a child, are having a really bad day and did something out of character, or could just be a miserable person.
Regardless of how people try to reframe it as just 'a video game' the fact remains there is still a person behind the screen and saying it's just a video game is no different than when people saying 'it's just words' or 'lighten up' to someone who is a victim of bullying.
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@Annso_x said:
Crazy how half of the forum's posts are people preaching "killers' job isn't to make survivors have fun" while the other half is posts like these complaining that survivors aren't fun to go against...
People just go around encouraging killers to tunnel and slug to "make their own fun" while claiming survivors pressing a button repeatedly makes killers quit the game; i don't know if it's really funny or quite depressing to be honest.
Teabagging is no more just pressing a button repeatedly than telling someone to f... themselves is just saying words. Technically correct if you completely ignore the intended meaning.
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If that's the same MoriMeDaddy I've run into I don't believe Mori is cheating. The player is pretty fun and never did anything to cause me any suspicions; it's probably just a bug.
Just to be petulant as a Killer, though, I always give Mori the Hatch. It's like 'No, you said I could kill you so it's not fun. I'll kill all your friends but you get to live. (Insert evil killer laugh)'
I don't think the player minds.
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@Megmain80 said:
The synergy of the slowdown perks is completely OP. Getting one hook and activating 2 strong perks is ridiculous. They should change the definition of pop to only activate on non-scourge hooks. Also, the add-on for demo to see auras while traversing should be Iri.
You could not tap the gen after Scourge until the Killer is doing something else. There are four survivors, Pop only lasts 45 seconds or it goes, and normal gen regression is only one quarter the speed of repairing gens. If the Killer waits to pop that specific gen, the Killer has lost and deserves to lose. If the Killer takes 12 seconds to start another chase then the Scourge Hook has only regressed the gen by 15 seconds ((80 seconds *0.15)+(12 seconds/4)).
If the survivor has even one exhaustion perk that's not Head On they can waste more time running in a straight line than the Killer can regress from the one hook.
If the survivor wants to jump over the pallet twice and into the Killer or jumps in and out of a locker to show their awesome skillz and gets dropped by the Killer in less than 15 seconds that's your teammates fault and not the Killers.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2973036#Comment_2973036
Scourge prevented the gen twice from finishing and with Ruin it regresses a lot.
Dead hard don't win games. A very small dash can't be comparable to perks that constantly remove or prevent objective progress.
But describing it as a small dash is disingenuous. Because it is on demand it can be used to waste at least as much time on chases as gen slowdown perks waste survivor's time on gens.
When used for distance and to chain strong tiles together it can create an extra 20 to 35 seconds wasted on chases whereas a Pop only wastes 20 seconds ( not including travel time to kick the generator). Pain Resonance is more popular, in my opinion, as it only takes off 12 seconds but, with the fact it doesn't involve travel time to the generator and more time resuming chase, PR quite often gives more time value for the Killer than Pop.
You know that success in the game depends on making the other side's time less efficient in doing their objectives than your time in doing the objectives. Dead Hard is amazing at wasting time. If Killers want a 12 hook they have approximately 25 seconds for each down assuming survivors keep just one person on gens. It can't be done, presuming equal skill and no major mistakes, if each survivor has Dead Hard. DH carries survivors harder than gen regression perks carry Killers.
On another note, solo and its lack of information completely skews the kill rates upwards for killers because, in solo, if someone gets hooked and another gets chased the other two survivors quite often get off gens leaving nobody on gens. Anytime no survivors are on gens the probability of winning skews killer.
The solution to this at this moment is to get more information to solo survivors. If solos still all get off gens instead of keeping at least one hand on gen duty after getting the info then the solos deserve to lose. After solos get their promised information buffs Killers might need more buffs as I expect kill rates on the average to drop.
Conversely, after Dead Hard gets the nerf it so richly deserves, I expect survivor buffs and/or killer nerfs to be incoming since I expect kill rates to rise. At least though those buffs or nerfs have a greater chance of being healthier for the game if BHVR doesn't have to work around a mechanic as broken as Dead Hard.
But, for right now, gen regression perks are being looked at by BHVR but, along with nerfs to tunneling and camping, might even need buffs. Or they could need nerfs. However, until the health update has had time to display data nobody knows for certain what will be needed.
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@Sluzzy said:
I had a match today that didn't sit well with me. No, it wasn't due to being camped to death and neither was it a Blight slaughtering everyone at 5 gens remaining. Not this time.
I was on an awesome team and the killer mostly played fair. He didn't tunnel or camp anyone. Everyone stayed alive as long as they could in chase and they were glued to gens when they could and was never idle. He even abandoned chase with me because of Tinkerer. There was two different occasions where I had a gen at about 90% and it would have finished but he had the hook perk that removes objective progress and I watched this gen go from about 95% to about 75, and then he walked over to the same gen and removed even more progress and it becomes 50%! Two perks stacked together with POP! This is not fun to witness. So not only did we have to deal with Ruin at the beginning, but it was also POP and Scourge Hook. This is bad and I hope that the meta reworks is truly going to put an end to it because I am very tired of a decent team losing an entire match against a mediocre killer being carried by perks. The Demogorgon places portals next to the gens so he has all-seeing map wide information of what all is going on making him have a very unfair advantage.
Demogorgon should not be able to put portals close to gens, which is the survivor objective.
You can see from our tally screen we all had a lot of points. It was not a bad match, there was a lot of chases and it was mostly a good game. However, the survivors still lost horribly because 2 gens were left unrepaired on the map. The hope dwindled away fast when people started dying which reiterates the point that there shouldn't ever be a point when the match is unwinnable.
The killer won because he had all slowdown perks. We could not finish the gens because he was stacking them and he had tinkerer which basically leads a horse to his water. This is a reminder that BHVR better use this opportunity to make this game fair by preventing slowdown perks from being stackable. It is too much advantage.
It is NOT fun losing because you were outclassed by perks. When in this case, the survivor does not have a means to overcome it.
Part of the reason why it's so hard at times to tell if you're trolling or being serious is you run Dead Hard and then complain about gen slowdowns.
Ruin doesn't really synergize with Pop as you can't pop an already regressing gen and Tinkerer is a good information perk but it doesn't slow anything down.
Scourge Hook with Pop can be a lot but, if you or your teammates are bringing decent toolboxes, that just seems like a counter to Scourge. To get that much use out of both you first need to hook a survivor, and if there are multiple hooks, the killer is probably winning anyway.
Looks more like it's just a game that didn't turn out how you expected to me.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2971256#Comment_2971256
Sadly. I have not been. Tested with both bbq equipped, and not equipped. The gain is the same. Only points from the blood hunt.
That really sucks; sorry to hear that
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As a side note, in David's earlier tome I think 'Dead Hardy' is bugged and 'Hatch An Escape' (escape through the Hatch after unlocking it with a key twice) makes me cry for not doing it before the Hatch changes.
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I have the same bug but I have been getting my BBQ points. The match appears to not show it but my beginning total BP and ending total BP from the top right corner look accurate when I eyeball it.
The same thing is happening with WGLF as well.
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I've had a bunch of DCs as well when playing killler. I was playing streamers through all of my killer matches today as well since I really like 100K+ matches and I was farming.
Granted my farming is hard to tell I'm farming until end game since I two hook everyone and then slug until I'm at max brutality and deviousness (while always leaving one up to pick up everyone else) but it's not like I was contesting unhooks or tunneling. In fact, I was usually on the other side of the map when the survivors got unhooked.
Even with the worst survivors for BP they would have gotten 40K+ if they just stuck around to the end of the game.
It's definitely not just you though.
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Balance Killers against SWF and give solos more information to close the gap between then and SWF.
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I bring them a lot both as survivor and Killer. I play differently though; when I first started DbD and had played my first streamer I spawned right next to a Killer who almost immediately downed me and facecamped me to death. As a result, when I see them as Killer I farm. Maximum two hooks on one survivor if I bring them; one hook if they bring them.
As Survivor, I bring them as it's there and a bit more BP anyway.
For the Bloodhunt I'll use any I haven't gotten around to using yet.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2966239#Comment_2966239
I would agree with that only if boon perks were equally as strong as killer perks and if boon perks were silent. Even the weakest killer hex perk is stronger than boons.
This is a 1v4 though and not a 1v1.
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@Karth said:
https://forum.deadbydaylight.com/en/discussion/comment/2965634#Comment_2965634
jeez thanks for all the input guys/galls/apache helicpters!
looks like for me its just a case on git gud with chases. running no exhaustion perk sounds interesting...what about resilience and spine chill for chasing? will it be too much of a cruch combo or not? it did help me already alot in chases though.
i hate going against trickster since im mostly clueless on what to do so deff gonna get that killer in the future!
Totally up to you for Spine Chill and Resilience. After you get used to it without exhaustion perks you'll just be that much better with. For myself, I generally run meme builds until I hit Iri grade and then the more effective builds come out. Pipping up at Iri as solo queue is hard!
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Other than possibly add ons, Nurse doesn't need a nerf. The fact that a few people are really, really good at Nurse doesn't mean anything just as a few SWFs being Seal Team Six doesn't mean survivors shouldn't use comms.
I don't expect to win against a player who's much better than me at the game anymore than I would expect to have a chance if I loaded in against Otz or Dowsey. Outliers can't be used as an argument against the majority since they're outliers.
If anything, I'd prefer weaker killers get buffed to remove the delta between them and Nurse and then buff survivors accordingly.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2965638#Comment_2965638
I agree killers should learn without it. When I started I didn’t use ruin or noed.
That's what I did too. It's a good approach.
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@DrDeepwound said:
he also has yt videos showcasing “strongest killer builds” and runs noed on some killers and he even ran it in some of his streaks.
The argument isn't that NOED shouldn't be run. The argument is that it hinders new killers from learning the skills they need to have at higher MMR.
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Depipping at Iri as solo survivor is hellish. I find this helps me though.
Short Term:
(a) Start worrying about if you're going to pip when you hit three pips. It's too stressful otherwise.
(b) Play map offerings non stop at three pips until you grade up. RPD, Lery's, Badham, Coldwind, the Eyrie and the Swamp work for me. They're harder to depip on.
Oddly enough, Midwich does as well but that's probably because I play a lot of killer so I know how to avoid killers
(c) Actively avoid the killer as much as possible in the beginning until the killer has found someone else. Tunneling and facecamping is the bane to pipping up so avoid being found.
(d) Generally, your objectives are do 3.5 gens, 2 safe unhooks and heal two health states, 45 seconds of being chased and surviving 9 minutes. Keep that in mind.
(e) Escaping but after being downed gives you 3 points. Surviving for nine minutes but not escaping gives you two points. It's not a big difference and surviving 9 minutes is a lot easier. If, in the end game, you can get 2 teammates off hook but have to sacrifice yourself to the killer that could get you a pip.
In the long term, if you struggle with a killer play that killer. Learn their mechanics and, when a survivor does something that messes you up, do that when playing survivor. Even learning the limitations of the field of vision of killers will help you a lot.
Also, if you haven't done this before, don't run exhaustion perks. It'll force you to loop and evade better and then when you run exhaustion perks you'll be just that much better at it.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2964030#Comment_2964030
Surveillance + Ruin used to be an even better combo at some point before the loss of the stranger things license.
I don't remember specifically when it got fixed but with Ruin active, Surveillance would show all generators as regressing. When survivors touched a gen, that gen would be highlighted. It was like having Lethal Pursuer before Lethal Pursuer even existed.
That would have been incredibly useful.
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I find stacking Haunted Grounds, Undying and Ruin to be about the only way I can keep Ruin up for a decent portion of the match. Now we can ask if three perk slots is worth it to have Ruin but that, at least, is a reliable use for Haunted. Pairing Surveillance with this combo, though, does give really good intel.
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You teabag at a pallet; you're done.
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I stay. Some are amazing teammates; some aren't and I have no idea which is which until I play the trial.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2963089#Comment_2963089
This might sound terrible but the really good killers are good in chase and good at making survivors pay for unhooks. Just because a killer camps doesn’t mean the killer isn’t able to chase efficiently. It’s all situational awareness.
If survivors prioritize generators for the first forty seconds of a hook state, I will prioritize camping the last twenty seconds to make it a cost.
The really good killers are good at both. When a newer player refers to campers or people playing at 4 or 5 gens though, I'm assuming they're assuming to the whole 1st down 1st facecamp crowd that lets survivors do gens uncontested. Typically, they don't try to chase so they don't learn to chase.
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Possibly but very difficult in solo queue. Hook trading might be a necessity and, generally, killers that camp a lot have underdeveloped chase skills in comparison to killers that don't camp in their bracket.
If someone is willing to hook trade it becomes a lot easier to get the group out. It's harder to see in solo queue but I do see random players taking protection hits in sequence to get everyone out (ie. in my last game before this, the killer was camping quite understandably since all gens were done, one person took a hit, unhooked the camped survivor, I then went behind the unhooker and took a hit and we ran to the nearby exit gate).
Then, every so often, you'll one hook since your three teammates will be crouching together behind a rock on one side of the map, the killer will be on another side of the map and you'll be nowhere near any of them. Such is solo queue.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2962177#Comment_2962177
Saying you are working on a face-camping solution and having a face-camping solution ready for when you disable/nerf Dead Hard (the current face-camping solution) is two different things.
That is completely true but we still don't have a timeline or details on either. I understand why you're concerned and it's good to say it is a concern but asking for details right now could be premature.
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@Tranquil_Blue said:
I'm genuinely curious: are people doing this primarily to get the rewards (for having characters at P3 prior to the new system kicking in)? We know the reward won't be a cosmetic item. What do you think it will be? Will it really be worth it?
Anyhow, I'm fairly certain that many of my characters will automatically get "caught up" in the new system with at least a level or two of prestige due to the number of perks I have on them.
I'm doing this because I'm a completionist and the thought of putting BP into a character that hasn't hit P3 feels like a waste. The fact that BHVR is giving something to P3'd characters is just icing on the cake.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2962630#Comment_2962630
I would say there's definitely valid arguments for Pyramid Head and Artist. Artist is extremely strong and other exhaustion perks will not allow you to avoid her Crows.
Pyramid Head's power, without Dead Hard, cannot be countered by other exhaustion perks or juking. There are times that power is unjukeable no matter what you do. Maybe the width of the power should be reduced so it's jukeable, even when you are at the center of it. It should still be hard to juke, but survivors should have a chance, especially with the removal of Dead Hard.
I don't use Dead Hard, I like Sprint Burst. However, Dead Hard is a massive bandaid fix for a lot of stuff in the game. The width of Pyramid's Power. Face-Camping. Nurse. The Artist's crows. Insta-Downs. Blights Alchemist Ring.
Basically anything that puts you survivors in loss-loss situations no matter what they do has been band-aid fixed by Dead Hard. There's a lot of stuff the developers will need to rework in order to remove Dead Hard.
I definitely agree a lot will need to be reworked. I hope tunneling, camping and gen speeds are addressed at the same time as Dead Hard. Then, depending on the results, there may be more tweaks, either nerfs or buffs, to either or both sides. At least once the overturned stuff is taken care of the game should be more fun and less frustrating for both sides.
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P3 Survivor side: Meg, Feng, Kate, Ash, Ace, David, Claire (technically Jill but only technically), Mikaela, and Yoichi. I go for builds on them centered around one of their perks. So 9?
P3 Killer side: Trapper, Nurse, Shape, Doctor, Huntress, Pig, Spirit, Legion, Ghostface, Twins, Artist, Onryo so 12 there.
I'll probably P2 as many of the others as I can since I don't know yet if there is a level requirement for the P3 awards yet. If there isn't I'll just P3 them from there and level them up. If there is a level requirement I'll P3 L50 as many as I can.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2962305#Comment_2962305
I have something real in mind, read the list again. This time slowly.
No, you really don't have anything. The only item you mentioned on there that could potentially be valid is the MDR DCB combo but that's an Iri and Purple add-on on one killer. In any event, that's a perfect example of whataboutism.
The closest thing you could actually mention, but didn't, is the effectiveness of tunneling and camping and how that also affects the meta. However, tunneling and camping also exists partially because of gen speeds since if one survivor, just one, keeps a hand on gens at all times the killer has roughly 25 seconds to down and hook a survivor to get 12 hooks. The reason why the killers at high MMR are the same is because they are the only killers who can compete at that level.
Before you say people would tunnel and camp no matter what, yes, that is true for some people but the effectiveness of just keeping one person on gens, let alone two or three, keeps the allowable chase time for killers at an absurdly low threshold if they're not going to camp or tunnel. I don't but I slug extensively when playing killer and quite often purposely throw matches instead of camping or tunneling. While that works for me nobody should be forced to lose matches they otherwise could have won.
So, nerf Dead Hard and then see what else needs tweaking. If the base kit changes involve gen speed, tunneling and camping changes there might not be much to change but, if there is, it won't be based on data distorted by an over powered perk.
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@Hes1hp said:
"I really dislike using my brain more as killer. I don't want to think about if a Survivor has dead hard and how to counter it. I just want to smash smash smash and never miss a hit. Let me do some mental gymnastics on how OP dead hard is without any counters so I can get dead hard nerfed to the ground.... And After that sprint burst... After that all exhaustion perks... Just all perks of survivors pls. Just let them be bots without pallets and only Z walls"
Yes, that is 100% my motivation. That is why I have argued on multiple threads that tunneling and camping (along with gen speeds) needs to be nerfed and have expressed support multiple times for BT, Kindred and DS being basekit.
It is also why my current pending bug report has to do with 'Left For Dead' not triggering since that is such an easy achievement to get, especially for people who only play killer. That is definitely consistent with your explanation.
An alternate explanation is that I actually do play both sides and recognize that both killers and survivors have legitimate complaints and, no matter how you try to spin it, Dead Hard is overpowered. If Sprint Burst were so powerful, then why do so few people use SB at high MMR? The reason why Dead Hard is so over-used is because it provides way too much reward for way too little risk. Nerf it and then adjust things as necessary to compensate for the drop in survival rates.
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As somebody who does play solo, it should be balanced as killer vs swf. If I don't want to SWF, that's on me. I'm completely in favour of the HUD icons and also Kindred as base kit but, ultimately, it's 2022 with so many choices in voice chat that, if someone such as myself chooses to be an introverted Luddite, that's their choice (or mine in my case).
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I had 'Left For Dead' not activate and I submitted a bug report. Well, after I sobbed incessantly in a corner since I thought I had finally got that achievement (and it was normal play; not a friendly killer). Maybe some achievements are bugged right now.
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I've never heard of it before.
Just joking, it's part of the Sadoka DLC and now you should have the well charm. Congratulations.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2954707#Comment_2954707
Basically, if you die - you get rewarded with weaker opponents.
There is no point in achieving high mmr at all, you dont get any bonuses for having it.
Totally understand.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/2954709#Comment_2954709
its not a 1v4 its a 1v1v1v1v1 due to mmr.
Then that's an issue for the survivors. It sucks to have selfish teammates but the game can't be balanced predicated on the assumption no group will work together especially when so many do.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2954184#Comment_2954184
Give me 200k bloodpoints for being camped and I’ll stay
I just imagined survivors running up to the killer and yelling 'Pick Me! Pick Me!'.😄
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/2954040#Comment_2954040
you say that as if killers aren't already faster than survivors.
Killers have to be faster than survivors. It's a 1v4; not a 1v1.
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No. You're not stopping the game and dying to save a hooked teammate is a normal in-game event.
Somebody might consider throwing yourself at the killer to be smurfing but, if I see my teammates being poor winners as an example, I'll often stay behind to give the killer a kill as well. I don't consider that smurfing as I started the game wanting to escape but changed my mind due to my teammates trying to ruin another player's day. I would argue intent matters.
Why do you ask?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2951134#Comment_2951134
The thing is that if killers were offered the ability to trade NOED or even three additional killer perks to be removed to get rid of Dead Hard they would take that deal without hesitation.
Killers would have an aneurism if the developers really did get rid of NOED for DH. But, if the developers are willing to get rid of DH and 3 Killer perks, could I suggest NOED, BBQ and Ruin?
Why would you ever want to get rid of a perk that encourages not camping? Ruin is pretty useless as well unless it's backed with Undying and possibly Haunted Grounds if the survivors knows where most of the totem spawns are.
I think NOED should be nerfed as well but that's a what about situation. DH is overpowered and needs a nerf.
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I'll do it if three conditions are met:
(A) The killer is not, and I repeat not, camping the hook. If the killer is camping the hook I'll stick around as long as possible to buy more time for gens; and
(B) Ruin is not in play and nobody has even started running towards me by the time I've hit second stage; and
(C) Nobody is busy trying to revive a slugged survivor or save another person on hook.
I understand if Ruin is in play I might have to two stage on the first hook to get a gen done. However, if the killer is nowhere near me, there is no Ruin, and, at most, one person is being chased while the other two are trying to do gens I've been left to one hook. I'd rather just get it over with and move on.
If the person who is being chased is trying to make it to me then I'll stick around but if it's just a killer found them hiding in a corner or chased them off a gen then, yeah, I'm done. Might as well get to the next game since the struggle BP for one hooking doesn't make it worth it.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/2952356#Comment_2952356
It kind of does though. First the killer assumptions. Almost every survivor is using dead hard, and it's use equals survivor victory. If these assumptions are true, why are the kill rates nearly perfectly balanced? And if they are balanced now, what would happen if you nerf the survivors strongest tool? The answer of course would be plummeting rates of survival which would REQUIRE meaningful nerfs to all killers.
I want Dead Hard nerfed. After, I expect that there will be killer nerfs since survival rates will drop.
However, those changes will be based on data that's actually representative of normal game mechanics and healthier for the game overall. Dead Hard needs to be nerfed because it's overpowered.
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Dead Hard is overpowered. As @dugman stated, there is a very significant statistical effect on escape rates with Dead Hard that no other perk comes close to.
DS? Invaluable but it gives you one chance to escape a tunneling killer. Even if it were per hook state, which, incidentally, I'm good with it still doesn't save you as much as Dead Hard. BT? Great perk but not as good as Dead Hard. Unbreakable? Great perk as well. It can be clutch but it won't activate every match but, when it does, it can be great. Dead Hard is better than all of them.
That's overpowered in an asymmetrical game. Survivors should not be able to 1v1 the Killer and, in a chase, the Killer should be able to catch them in a reasonable time given equal skill. If not, there's no point to have a Killer and we might as well just have a bot instead.
Nerf Dead Hard. Break it up into two different perks or just remove either the iframes or the distance. I'd prefer removing the iframes because lag could lead to a lot of frustrated users but Dead Hard needs a nerf.
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In my games, if a Huntress camps they're pretty much guaranteed to have NOED as well. I have no idea why they don't just practice with their hatchets for a few games instead but, for some reason, I see Huntresses with NOED.
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What everyone who has played DBD for less than six months thinks:
Mainly for the reasons listed above
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Why? It would make people more competitive and elitist since they would want to increase their number in a video game. The 1800s would say the 1500s are trash, the 2100s would say the 1800s are trash and the 2400s would say the 2100s are trash, etc.
I've seen enough of that toxicity when I played arenas in WoW. Hard pass for me.
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I really like RPD when playing Nurse. Being able to teleport through walls and up/downstairs gives Nurse a huge mobility advantage with that map layout. Lerys and RPD aren't too bad for Trapper and at least the narrow long hallways on RPD can help Artist, Huntress, Trickster and Billy. The places to hide aren't too bad for Ghostface and Micheal either.
Now the Swamp. I curse that map for anyone but Trapper.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2949657#Comment_2949657
"But still killers end up at a skill level where they dont really belong, due to artificaly inflating their kills."
The part about being in a SWF is a more accurate comparison. I'm not saying people shouldn't camp or tunnel but, if you do, you will end up at an MMR where you do have to camp and tunnel or you will get stomped.
The same thing applies to SWF. If you always play in a SWF and then try to play solo your games will be much harder than if you just played solo.
I think the OP's point was that if you camp and tunnel your MMR will hit a point where, if you don't camp or tunnel, you'll get stomped and your games will be less likely to be fun. The same applies to a SWF survivor who then switches to mainly solo; they'll get stomped tons of matches until their MMR drops since SWF provides so many advantages to solo queue.
As I stated above though, player behaviour is shaped by game mechanics and not the reverse. The only problem I see with what's said (in general not specific to this thread) is that people talk about killer mains and survivor mains when both sides are just trying to complete the objectives for their side. I don't have a problem with players camping, tunneling or gen rushing because they're just reacting to game mechanics. They're just doing their objectives and it's on BHVR to change it if it's not fun; not the players.
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It's not the players; it's game balance, map design and other factors. When I solo queue and hit three pips on an Iri grade I play map offerings. Why? Because it's much easier to do better on certain maps than it is on others.
MMR just brings all of the imbalances in the game to light. It's why camping and tunneling has hit new heights of popularity since it's so effective. It's also why killers were getting so stressed out. There's a lot to keep track of and, if every match is against the highest MMR you can handle, then it's a lot more mentally fatiguing to keep track of 4 opponents than 1 opponent.
Players can't change it though; it's up to BHVR to change the mechanics so a more fun playstyle such as 12 hooking is incentivized.
