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TheSubstitute

TheSubstitute

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  • Exactly, they stay calm in the south though and then return to their murderous ways in Northern Canada because, well, they're stuck in Northern Canada. Spend a winter here and you'll understand.

  • @lauraa said:

    have instigators come to realize that saying "lightborn is OP" isnt spicy anymore, so now Iron Maiden is the new hip thing?

    Instigator? I'm offended. Besides, everyone knows Lightborn is OP. Who makes up 50% of the player-base? Fengs in cute outfits. What do Fengs have welded to their hands? Flashlights. That's why Fengs have to spend the entire match clicking their flashlights and twerking in front of the killer; it's physically impossible for them to do gens.

    Besides, doing gens is for Jeffs and solo queues. Fengs and SWFs have got much better things to do.

  • Canadian geese is the name for them outside of the country. In Canada they're known by the proper terminology for them; murder chickens.

  • You're running Iron Maiden instead of a more useful perk. How did the killer not just counterplay themselves in most scenarios by using a perk slot on Iron Maiden?

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912347#Comment_2912347

    I would also like to know who said 2k is a win?

    I, as a member of the prestigious counsel of random forum users, would like to push forward the motion that 3k is a win. If. All four survivors has been hooked at least once.

    All in favor say 'nerf Dead Hard.'

    All against say 'pretty good job so far.'

    Nerf Dead Hard to the ground!!

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912079#Comment_2912079

    Is there a possibility of showing players how much their MMR increases/decreases after each match? I think if players see the amount (like -1, +10, etc) maybe it will make MMR not seem as bad. Right now it's assumed all losses hurt your MMR because it's unknown but I think if people were destroyed then see they only dropped a couple points (if any) in MMR maybe the losses wouldn't feel so bad/frustrating. Kind of like with old rank system if you safety pipped when you lost it didn't feel as bad as when you got a negative pip.

    I'm opposed to showing MMR values overall but I think you have a point. When I did gladiatorial PvP for WoW and we (duos) got matched against teams with a much higher MMR we normally got turned into paste but we saw our MMR not drop at all.

    On the other hand, when we did win, I felt kind of sorry for our opponents because their MMR dropped by 60 to 70 points or some other ridiculous number while ours jumped by the same.

    The only downside is that it's pretty disheartening to see a large drop in MMR and everyone will eventually have an off day and pull defeat from the jaws of a sure victory. That's the only concern I have.

  • @Azarino said:

    Has anyone else played Artist recently with this tragic SBMM?

    I have found playing her very difficult against survivors who know how to dodge her crows and jump into lockers.

    They also have the tendency to flash their flashlights at the exit and tell me how much of a bad Artist player I am. I never used to struggle with her so much. But these days, i'm lucky enough to get 1-2k with her.

    Anyone got any tips, or recommended builds as her?

    Lastly, playing as the Artist in Pale Rose, needs more awareness. It's practically impossible.

    I play Artist and find her very effective. Her best add-ons are, in my opinion, Severed Hands and the bell add-on that makes survivors Oblivious.

    Do not shoot three crows unless you already have a survivor swarmed with crows and you don't have confidence in your aim.

    Call of Brine OR Surveillance are good perks for her (unfortunately, the perks do not have good synergy) simply because as soon as you see a gen is being worked on you can chase the survivors off even while chasing another survivor.

    DMS and PR are really effective on her as they are on any high mobility, high map pressure killer. If you don't like that combo, Ruin, Undying and Surveillance is great at map pressure while your hex is up as you know immediately if a gen is being worked on as long as the survivors don't work on the gen from zero uninterrupted to 100%.

    BBQ and Chili as well as Floods of Rage also play to the Artist's strengths as the Artist can interrupt gens, healing, etc or just snipe a survivor whenever it goes off.

    Lockers are annoying but head to a survivor that does that as soon as you hit them. If they're too close then you can get a hit in or take them out of the locker with not too much work. Or use Iron Maiden. 30 seconds of exposed and a scream can discourage jumping into lockers a lot if you can chase effectively.

    The Artist will get most of her downs through M1s so, if you need to work on M1 type chases, that would be something to work on.

    The first reply to your post is very heavily understating how high the Artist's skill cap is and how much counterplay is available against the Artist. She's a high skill cap killer that does have a lot of counterplay.

    I find Artist to be a lot of fun but, even optimally played, I don't think she's as strong as Nurse. She's not that far off though and is definitely A tier. If you find her enjoyable, play her and if not, Nurse is an amazing option as well.

  • *Minor Spoilers For Halloween Kills*


    You missed the deleted scenes in Halloween Kills when, right after Micheal gets up from a beating that would have killed any ordinary person, Tommy Doyle starts crouching repeatedly, runs around a car multiple times, and gets away.

    Also, in an alternate ending, Karen is in a hallway and slams a piece of wood that was conveniently in the hallway into Micheal's head stunning him long enough to vault through a second story window.

    I mean, Micheal can survive being shot, but his true weakness is lumber. Just keep that in mind and it'll make more sense.

  • Your Jills are Claires. Totally different. Claires are happy while Jills are salty because, for some odd reason, the Entity keeps on sending a plastic surgeon to bust Jill’s face at random times. Please Entity, just please stop busting Jill’s face and leave her alone. She doesn't deserve it. If you need to pick on someone, pick a Dwelf. All Dwelves deserve it.

  • I did it with Fragrant Tuft Myers, Devour Hope, Plaything and Pentimento. I was lucky enough to go to the main building on Asylum and spot three survivors doing the same gen so I hit Tier III fast.

    My reasoning was that a potential infinite exposed, Mori'ing, Undetectable Myers would make doing totems a priority so they got straight on Devour Hope and then Plaything so they could get a warning I was nearby.

    However, someone with a boon would have wrecked my chances of getting the five stack; fortunately, there were no boons that game.

  • Planetside 2, CK3, Civ 6 and, when it's up, the VHS beta. I'll continue playing all of them alongside DbD. I'll disagree though with the previous post saying VHS is well-balanced currently but it is fun and does have a lot of potential. I definitely picture playing it alongside DbD upon release.

  • One of the problems with your take is that Otz , etc are just that much better than the survivors they play against for the most part. Against survivors of comparable skill, I expect a chance to win instead of losing at the character loading screen and, against survivors of comparable skill to Otz, if Otz picked Clown he would lose more often than not.

    As an analogy, if I'm playing an FPS and my opponent has the exact same awareness, reaction time, etc as me but their rifle fires twice as fast and does twice as much damage I'll get stomped most of the time due to game mechanics.

    Currently, the low tier killers do get stomped a lot more due to game mechanics. This is a video game and a reasonable expectation for a video game shouldn't be I have to totally out class my opponents in skill to have a chance at winning. If your argument were valid, you would see, at high MMR and tournament level, Trappers and Clowns. The reason you don't is because against opponents of comparable skill the lower tier killers will quite often lose due to game mechanics.

    Someone may be able to sometimes pull off a victory just as, in my FPS example above, I might get off a lucky ambush but being able to play with a killer I enjoy should give me a somewhat equal chance at winning against opponents of equal skill. Right now, that is only true for a select few killers and every killer that is below them should be buffed to more closely approximate their level.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907360#Comment_2907360

    Well, evil incarnate kinda have the same issue... but it is doable.

    The other advantage with Evil Incarnate is that teabaggers can 'help' you get the achievement. That is such a fond memory for me.

  • Oh, this is a complaint. From the title I thought it was a description of an average match at mid MMR and higher.

  • @Starrseed said:

    Okey so how about we just start to ignore anything a guy does that basically makes a living from playing dbd. He is very very skilled he is probably one of the top 5 best dbd players we can't compare him and what he does with any normal player and even if he did a 1k streak with a killer that doesn't necessarily mean the killer is broken it just means this guy is on a lvl mmr doesn't grasp because there are probably not enough players of his league to make matches for him so he naturally players against the average high mmr players but I'm sure between them and him there are still worlds of differences

    'Hey, you know, that Micheal Jordan was pretty good at basketball but I did great during gym class so I should be able to compete'

    What I think about when people point to Otz, Dowsey, etc as examples of the 'average' killer player.

  • @Barbarossa2020 said:

    Basement bubbas are not born but created.

    https://www.youtube.com/watch?v=Cki-xsqD--U

    Contains swearing.

    That is such a good video. Just watching the DHs followed by the teabags at the beginning makes one cheer for Basement Bubba.

  • I have been facecamped by a zombie. It was pretty funny; it was probably mad from me hitting its friend (the other zombie) with a pallet🥲

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901364#Comment_2901364

    I did the math for plundering chests and you lose about 22% of gen progress opening a chest. If you get the best tool box in the game, you actually lose -6% of gen progress than if you had just done a gen. (I didn't check with add-ons).

    If you get the best med-kit, the time it takes you to use that med-kit and the time to open the chest would take 34 seconds, Self-Care takes you 32 seconds the perk everyone considers one of the worst perks in the game.

    Flashlights and Keys are practically worthless so you lose 22% of gen progress getting either of those items. So 1/2 the time, you are getting an absolutely worthless item when you do a chest and losing precious time doing a gen, even getting the best item.

    So Ace in the Hole is extremely bad, because it means you are not doing gens and are doing chests. It's a noob trap.

    But if you have a Rift Challenge or the daily where you have to leave with an item it makes your loot that much sweeter. Well, assuming you do escape since you're busy opening chests instead of trying to escape...

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903172#Comment_2903172

    But it will sadly. If you remove the skill checks which you say are not new players freindly the where is the possible failure. Not everything can be auto or button press to success. I mean with you reasoning let's remove skill checks with repairing gens, healing, pig boxes, etc.

    The point of skill checks is to try to balance the the advantage survivors do have over the Killer. When I first played I was terrible at hitting skill checks because I was well NEW. But after time I got better and now those skill checks are easy to hit. We don't need to give a crutch to players because they are "new" they have to learn the game like we all did and gain skills over time.

    I would agree if it were still new players vs new players. Facing rank 20 to 18 opponents (not grades, rank) was the only time I wasn't mocked and BMed for playing killer and the only time when a new killer camped and tunneled only because they had no idea where to go or what to do. That's not the case a lot of times anymore and DS would just allow newer players who are outmatched to last a little bit longer.

    Also, as a side note, if they're new and playing Laurie they're not playing David so no DH which I think is a good trade for everyone.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903185#Comment_2903185

    I get that, but all they need to do is hit a skill check. After a handful of matches the majority of people will be fine, and if they’re going to leave the game after a few matches because of bad luck with tunnelling then it’s probably not for them anyway.

    I’ve honestly no issues with removing the skill check, but being objective, I just don’t see the “punishing new players” thing as a particularly good reason. Makes no difference to me either way though.

    I would agree with you more if brand new survivors were actually against brand new killers. Since ranks were abolished, I don't think that can be guaranteed anymore.

    What would help player retention even more, though, would be having brand new players only against other brand new players. Right now, it really sucks for both roles that people brand new to the role get thrown against people with a lot more experience in the game. New killers get humiliated and tbagged even worse than before when starting out by more experienced survivors and new survivors get tunneled out when they don't even have which button is sprint and which is crouch in muscle memory yet.

    Until that gets sorted out I'm all for QoL improvements for new players that would have virtually nil impact on more experienced players. Imo, I think this would qualify.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903172#Comment_2903172

    Everything in this game punishes new players, even skill checks on gens for example. Why should killers be punished for tunnelling new players, which is a valid action, when the new players can just learn to hit the skill checks, just as they must learn to loop, etc.

    Because tunnelling isn't fun and likely to get new players to leave while brand new killers versus brand new survivors is the only time DbD is killer sided.

  • Get rid of the skill checks. It only punishes new players (who are not going to have DH and DS at the same time since they're, well, new) and experienced players who do have anti-chase perks and know tiles aren't going to miss the check. The game being more new player friendly isn't going to hurt it.

  • I like it. The fact it can be handed out would reduce (not eliminate) toxicity. There, unfortunately, will always be toxic players but I'd like to see less of them.

  • @Peanits said:

    I just want to start by saying that none of these are bad ideas. On paper, they all make sense. Actually incorporating them into a matchmaking system is where things start to get tricky.

    For starters, let's look at just perks. Someone has to subjectively pick which perks are meta, we cannot base it solely on how often they're used. A perk like BBQ & Chili is incredibly popular, but I think we can all agree that it's not because slapping it on will carry you to victory. Applying a penalty to it wouldn't make a whole lot of sense. So already, you need to selectively apply penalties to perks and also determine how much of a penalty each one should carry. This is already highly subjective and I strongly doubt that you could ever find a value for each one that everyone considers fair. There are bound to be loads of disagreements over penalties (e.g. This perk has too much of a penalty. It's not even that good. Now I get super tough matches just for using it.)

    This also does not factor in the fact that not all perks are equal. Some perks are stronger when combined with other perks/add-ons. Take Dead Man's Switch, for example. On its own, it's okay. Put in on a Killer like The Artist that can easily force people off of generators and it becomes much stronger. How do you apply a single value to it that doesn't discourage using it on other Killers while also fairly penalizing it on ones that can make full use of it?

    All that aside, these penalties/bonuses are redundant when it comes to how a matchmaking system actually works. By design, using strong things inherently increases your chances of winning. When you win, your rating goes up and you'll end up against tougher opponents. Put simply, the matchmaker does not care how you got there. It doesn't care if you're a perkless legend, it doesn't care if you run meta every match with ultra rare add-ons. What it cares about is your chances of winning, and its' only goal it to pair you with people where your strategy (whatever that may be) works about half of the time. When it stops working more than half the time, you plateau and stop climbing. This doesn't mean that you're a great player because you have the best stuff, it just means that the matchmaker has successfully put you in a place where you're no longer pummeling new players.

    Adding another layer of prediction on top of that would only make this worse, and would only be of benefit in a scenario where you can see your rating (and it actually mattered). Say you're a 1,500 player, but you're running really good stuff so the game treats you as a 1,700 player. If you lose your match, you only get shoved further down into matches with less experienced players who are not prepared to deal with the meta you're running. In a scenario where you can see your rating and it means something, sure, this matters. This stops someone from artificially boosting their rating by running all the best stuff. This is not, however, the case. Your rating means nothing beyond placing you in matches where you've got an equal chance of winning and losing, and it already does that without predictive penalties & bonuses.

    Thank you Peanits, it's good to see the thought process laid out in a concise manner.

    However, if I can ask as I don't know, of course, what's under discussion, has rebalancing game mechanics been discussed?

    IMO, the issue with MMR on the killer's side, in a macro overview, isn't a roughly 50% win rate, but that playing, as you advance in MMR your games become less fun and more stressful.

    This is due, once again imo, in the fact that tunneling, hard camping and gen rushing become more and more staples of high MMR play. Those playstyles are not fun.

    When there are multiple hooks, chases, etc, as was rewarded by the Emblem system DbD is a very engaging, fun game. I purposely keep myself at that level by setting artificial limits on when I hook survivors so that I stay at an MMR where I can enjoy my games. Playing too efficiently leads to a playstyle where preparing for killer kind of feels like you need to skip rope, chug energy drinks, and play 'Eye Of The Tiger' before logging in.

    This frustration was alleviated more by the ranking system as you could get a really difficult match followed by easier matches and it didn't feel like you have to be hyper focused all the time.

    Tunneling, camping and gen rushing would still exist without MMR but there were other rewards to not doing them (red ranks were the visible achievements and you couldn't 4 hook 4K and get red ranks before). If those strategies could, in the future, be made less effective so that more prolonged games of Dbd would become more of a norm that might alleviate some of the concerns about MMR.

  • It works at times. I wouldn't run it without CoH and it doesn't save you anywhere near as much as DH (but no other survivor perk is close to DH) but it's fun to use. It does save me or a teammate from a hook every so often and I can 100% see what the potential would be in a SWF so it's worth running.

  • @Sudoxxed said:

    Devs said that facecamping is not a bannable offense, yet when you get facecamped to death, you lose a pip. What should you have done differently? Equipped DS? Not get facecamped to death first hook in the first 2 minutes of the match while none of your teammates save you? It's frustrating. If I get facecamped to death, at least don't depip me, but no; you just 4 bronze medals and depip because you "didn't get enough points". You should NOT pip or depip if you get facecamped to death.

    Camping has become extremely prevalent with the new MMR system test, and it's getting on my nerves quite quickly.

    Sure, camping allowed, not bannable, ok; but don't depip me either please.

    I agree with you; especially as solo survivor depipping is quite often out of your control. Here's some things I do that help me that might help you.

    A) As soon as I hit Iri IV every character takes Decisive Strike

    B) Once I have three pips I use map offerings. The majority of the maps are survivor sided so I use offerings. At the very least, it's much harder to depip on a survivor sided map.

    C) I don't run exhaustion perks most of the time and especially not before at least Gold 2. This forces me to get better at evading the killer which helps once I get Iri

    D) Also, as soon as I hit three pips at Iri a med kit with good add-ons get used.

    E) I wait for the killer's TR to pass or to see another survivor is being chased. and then I go to a gen. Until then, I check totem spawns so I can look for hexes and/or have the locations noted to cleanse NOED if it shows up.

    F) My focus is on surviving at least nine minutes, doing at least 3 gens, and multiple heals and/or unhooks. If I escape, awesome. If I don't escape I don't care as long as I don't depip.

    Once I hit Iri One I don't care what perks I run, map offerings or med kits.

    Getting to Iri 1 as a solo survivor is a slog and a lot of depipping happens due to stuff out of your control so, as soon as I hit three pips, I minimize the chances of that happening.

    The reason why I do all that at three pips is you're going to get strings of games where you'll just see hard camping and tunneling every game. If I worried about that at zero or one pips I'd just stop playing so only worrying about it at three pips keeps the game enjoyable for me.

    Hopefully that was a bit helpful. I know some don't seem to recognize that making changes, such as eliminating depipping if grades are only meant to represent time played, would be good as it would increase enjoyment of the game and, as a video game, having fun should be a priority but I hope you find something that keeps it enjoyable for you.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877336#Comment_2877336

    For sure. I'm sure youve heard me saying it a million times now. I've never thought gen speeds were an issue. I continue believe maps are an issue.

    Also the absurdity of the healing speeds was worthy of complaining. You could heal fast enough that you could blast out gens. Healing was super easy. Barely an inconvenience (please someone else get this reference)

    It's just a flesh wound. We'll call it a draw.

  • @ThatOneDemoPlayer said:

    Wude seems like a different way of smurfing

    Doesn't smurfing normally imply making the other side miserable instead of letting them leave happy and full of BP?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898535#Comment_2898535

    It is definitely not overpowered. A perk in a survival game that gives a "small" lunge to dodge an attack is no way OP.

    I play both sides too and killers win an overwhelming majority of the time.

    If, by overwhelming majority of the time, you're referring to you playing Nurse and being on the leader boards from what I've heard, then, yes, that would be true for your personal experience.

    The stats BHVR puts out tell a completely different story. Roughly 50 to 60% of the time would be more accurate. I don't define that as overwhelming and, aside from a diversion to kill rates, Dead Hard is still OP and needs a nerf.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897985#Comment_2897985

    So nerf a survivor perk because killers can't bait it out? Or because some good survivors know how to use it properly?

    Survivors don't need any more nerfs until killer perks are nerfed. What really is OP is a good killer using slowdown perks. Survivors don't have a chance at all in those matches with such a limited number of pallets and gens unable to get done.

    DH is only popular because it is a bit more fun to use than the other exhaustion perks. Not that it is more overpowered. I've tried Overcome and that perk is incredible and underrated, but not necessarily fun and it is really pointless against a 1-shot killer like Bubba.

    Ah, Sluzzy. Nerf it because it is overpowered. I do actually play both sides so I know each side has some valid complaints. Dead Hard is definitely one of the valid complaints on the killer side.

  • @Pulsar said:

    It would be nice if they took a less...lax policy in regards to toxicity

    It'd be great if they even said they like good sportsmanship instead of encouraging toxicity.

  • Deah Hard definitely needs a nerf. It is far more powerful than any other survivor perk. It can save survivors multiple times more than DS or BT in a series of matches.

    After doing so, however, we'll probably see nerfs on the killer side as Dead Hard is increasing escape rates. With it taken out, kill rates will rise and BHVR will nerf killers to bring them back in line to desired levels.

    I'm completely fine with that. Personally, I think the game needs to be rebalanced. In my opinion, tunneling and camping needs to be less efficient, gen speeds need to be slower, DH and NOED need nerfs, etc.

    With MMR, the balance problems that emblems were masking came to the forefront. Before, the 4 hook 4 kill facecamper could not mechanically make it to ranks 1 to 4 since the emblem system encouraged multiple hooks and chasing to progress. Now, with only kills being counted, the most efficient way to get kills is emphasized which helped highlight balance problems (and the fact that tunneling and camping is not fun to the majority of players).

    So, in my opinion, rebalance the game and, while doing so, please nerf Dead Hard (and gen speeds, NOED, tunneling and camping).

  • @[Deleted User] said:

    As some who gets to Iri for both roles each month I would say SoloQ survivor is slightly harder. I say that because I might not always pip as killer but I rarely lose pips. Where as with survivor, I can get multiple games in a row where I have bad team mates or/and tunneling/face camping killers. So many times I’m one pip away from reaching the next grade and I get these bad matches in a row and I’m back down to no pips.

    I agree. I generally hit Iri 1 on both each month but solo queue pipping up is influenced by a lot of factors that are outside of my control. I very rarely depip as killer but, when I do, it's generally due to a mistake I made but depipping as survivor at Iri, at least half the time, feels like RNG circumstances. Killer found me first and chased me for most of the game? Probably depip. Killer caught me first and facecamped? Depip. Killer AFKs? Depip. Teammates leave me to one hook? Depip. Killer is out classed completely? Possibly a depip.

    And then at Iri it's not possible to have all survivors pip up so you compete for objectives. For a SWF that would be easy since you can trade off which games who does what but, for solo queue, the requirements are steep.

    What I find helps a lot is as soon as normal play takes me to three or four pips on an Iri grade I play map offerings. It sucks but I'm just a lot less likely to depip on certain maps than on other. Then I stop using the offerings as soon as I hit the next Iri grade. Depipping back to zero from four pips feels like garbage when that happens. I prefer random maps all the time but I dislike depipping 3 or 4 pips at an Iri grade back to zero pips a lot more than I dislike map offerings.

    Of course, that also indicates how map balance needs to be reworked but that's another topic and, based on what I've seen from new Haddonfield, something the devs are keeping in mind.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893737#Comment_2893737

    What usually happens is:

    • I go down.
    • Survivor comes and hides as I get carried.
    • They immediately unhook me almost immediately, right in front of the killer.
    • They leg it.

    Grrrr.

    https://forum.deadbydaylight.com/en/discussion/comment/2893749#Comment_2893749

    I'm almost certainly quite low MMR.

    That completely sucks. If survivors are willing to take the protection hit, and especially if they're willing to take a hook to protect someone on death hook, it's a great way to boost survival rates and force a tunneling killer to spread hooks around.

    Any survivor time I spend right now I see it fairly often but, since I also solo queue, it's not a given and I definitely did not see it starting out. As you play more, you'll see solos acting more and more coordinated on things like that. You'll also see, against campers, one solo being bait and another, who was hiding in the background, going for the save.

    It does get better but there are still multiple mess-ups you'll never know happened while you're playing killer. One example is when you're running the Flip Flop Power Struggle build and a teammate tries to be helpful and heal you panics and messes up the pallet save (which you didn't need since you were about to get yourself out). It's interesting to notice what happens with both sides.

  • @Sylhiri said:

    How many times have you been unhooked by a player being chased by a killer without BT? Lol

    If the unhooker takes protection hits and is willing to hook trade it's not bad. Sometimes it's the only option. If they're not willing to take protection hits then, yeah, you're done for.

  • @Kaitsja said:

    Title. Give it the Iri Head treatment.

    Can we also make it so the bottle can hit across the map with a better throwing arc and downs the survivor immediately instead of requiring a follow-up hit? If so, you might get more support.

  • It would have been the VHS porn add-on that changes the colours. In theory, you can meme with it by leaving a yellow cloud up that is actually toxic and survivors will run into it hoping for a speed boost.

    In reality, Clown is so weak that game mechanics will stop him from getting to an MMR level where survivors have mainly all decided to read, let alone know, the mechanics of a killer's power so survivors will just wisely ignore every cloud. Also, the cloud that provides the speed boost is easy enough to spot as it will first spread out and then change colour

    Lastly, to be in the cloud you should be by the killer and, when being chased, my goal is generally to get away from the killer so VHS porn is generally completely uneffective. For memeing around I generally prefer Party Bottles so I can get a little extra BP and listen to the survivors go Eek!

  • You don't have to do anything different if you don't want to; it's the DC that caused the problem and if it was intentional it was the person who DCed who wrecked it. If it was unintentional things happen.

    Personally, when playing killer, I generally just farm and let everybody go. If somebody wants out, they can just point at hook and I'll sacrifice them. The survivors I play against are efficient enough at doing gens that gens will go super fast if uncontested (and, sometimes, when contested as well but that's a different topic). I like getting to farm as a survivor as well if that happens in solo queue but I definitely don't expect it.

    But, in any event, the person who wrecked the match was the person who DCed; not the killer. Nobody is under any obligation to play differently if they don't want to.

  • Depending on how close the game is that time spent carrying the tunneled survivor to the hook could be the difference between 3E or a 4K. If you're about to be taken out of the game, waste as much of the killer's time as possible to give a better chance to your teammates.

  • Try to make sure my tears of frustration don't short out my mouse or keyboard

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888426#Comment_2888426

    Yeah 16 meta perks is hardly easy but nothing like a little bit of proxy camping and tunneling couldn't handle as long as its not 4 brand new parts.

    I played legion and trapper with only brown to yellow add on in high mmr don't tell me its not possible. 4ks are hard 2ks are easy.

    Are Trapper and Legion the new 'I 4K with Clown at high MMR all the time!'? I'm trying to keep my memes straight.

  • No, both can be juked. What helps is to play both Nurse and Blight, get smacked around by survivors until you get a feel for their mechanics and start to win games, and then you'll have an idea how to juke them.

    It helps if you resist the tendency to just M1 with them but you may still do so at times since some survivors, as soon as they see you're learning, will try to bully and BM. It's oddly satisfying to beat people trying to bully you with a slow Nurse without blinking.

    But, to learn how to juke them effectively, it really helps to know the mechanics of their power and what messes them up.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886739#Comment_2886739

    Well, one huge thing to consider: were they actually toxic or where they trying to survive with as many people possible? Because spamming flashlight to get the killers attention away from something else isnt toxic, tbagging(outside of the exitgate) to keep killer aggro isnt toxic, thats just distracting the killer.

    Same with killers, tunneling and camping isnt exactly toxic. Its super lame and boring and you could do literally anything else thats actually productive, but its not toxic. Its not untill a killer smacks you on the hook, drops you in front of the hatch only to close it or spams their ability on you while you're already downed(looking at you Toxic Tricksters) that it's toxic.

    In short: Survivors cant really be toxic untill they have an oppertunity to exit the game, killers cant really be toxic untill the survivor is hooked or downed. They can be super tryhard sweatlords, but sweating=/=toxicity.

    As for endgame chat, well, lots of killers actually, even with the ratio in mind, I can easily remember 5 games in a row with the killer being toxic in chat, but I cant remember 5 games in a row where there was a toxic survivor in each match. Too many people who say gg ez after camping with bubba, or smacking you on the hook with Nurse after you dodged them for 4 gens, or tricksters repeatedly emtying their knife inventory on you untill you get too close to hatch. Survivors are relatively mild in that sense. In fact, I am even going to be controversial here: It's worse if the killer is being toxic, because it actively wastes someones time without them being able to do anything other than DC, where you could do something about a toxic survivor as a killer.

    Teabagging inside the game, especially if it is done at the exit gate as well, is toxic. The only time saying it is only done as a 'strategy' has any merit as an argument is when the person also says ggwp or something similar after to show they had no ill intent.

    There are many other ways to try to get a killer's attention without giving a digital middle finger to the player.

  • @Kurri said:

    I play both sides - more survivor lately and can confidently say there are more toxic survivors than Killers. Also I can tell that a lot of Killers become toxic, because of constant abuse from toxic survivors.

    I also play both sides and agree 100%. Even taking the 4:1 ratio into account I see more toxic survivors and that's even with refusing to camp and tunnel when I play Killer. I see a lot of really good survivors as well but there's just something about the survivor side that brings out more toxicity.

  • I'd rather have Iridescent Stone as base kit. It'd probably push him up to B tier. Trapper would be a lot more viable then.

  • I can if I do it by accident. Most of the time though if I tunnel it's because I was teabagged at a pallet or something like that. Though, in those cases, I prefer to slugcamp the teabagger instead. If I think I already have enough BP to have made the match worthwhile I'll bleed out the teabagger and then let the other survivors farm points off of me.

  • @LadyTyche said:

    https://forum.deadbydaylight.com/en/discussion/317314/do-you-want-a-real-solution-or-just-some-half-baked-stuff-asap

    I don't think that all killers that camp should be banned but I do think the devs should change features in the game to nudge players away from camping. I'd love to hear your thoughts, as a killer, on how the game could be adjusted to prevent gameplay that interferes with the objectives of the game. BTW I think that some survivor behavior should not be allowed as well.

    Make it so killers within x meters of the hook get 10 seconds of grace time before the hook timer is suspended everytime the killer is within x meters UNLESS another survivor is also in the same radius. Then the hook timer proceeds normally.

    Make a weaker version of Borrowed Time basekit but remove collision detection for it as well.

    Adjust generator speeds so that they take longer to do or have an additional objective such as getting parts from chests to either repair generators or exit doors.

    Camping, tunneling and gen speeds are all inter connected. As soon as one is affected the other has to be as well.

  • Did they slug everybody or did they always have one survivor up and then let you go?

    In any event, it's all allowed but it will help show the intention. Everybody bleeding out is the killer annoying the survivors. If a survivor tbags or BMs a killer, I have no sympathy for the survivor being bled out. It's also possible that somebody did and the killer assumed you were an SWF. Or the killer was just being toxic and felt like ruining your day.

    If the killer was letting survivors pick you up and you all escaped the killer was most likely farming. I like it when I see it in solo queue as it means I'm getting a lot of BP and most likely also pipping up. I just recently got 32,000 BP as a survivor for the first time a couple days ago due to a farming killer (and I had 4 stacks of WGLF and got a double pip as well).

    If you find a farming killer take advantage of it and get your altruism. Some giveaways are stopping at two hooks for everyone, dropping survivors off at gens, or dropping you repeatedly so you automatically wiggle free.

    On the other hand, if you're all slugged and the killer is just looking at you, yeah, that sucks. Just grab a drink or snack while you wait for the next match.

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