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TheWheelOfCheese

TheWheelOfCheese

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  • @scawyxd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153284#Comment_3153284

    bro. killer can be played the same exact way every game and get the same results, camp, tunnel, slug, it doesnt matter, killer is the easiest gaming experience ive had in any game ever. even when you lose to an swf, it was 0 stress situation. its ridiculous to say its difficult

    With the current piss-poor matchmaking, sure, because the average survivors you're coming across don't know what to do about those things.

  • @scawyxd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153257#Comment_3153257

    i mean even if you disagree with him, you cannot disagree with survivors needed to play against like 20 different kinds of killers. its hard enough mastering how to play vs one killer, let alone 20, when those 20 include like 10 anti looping killers, killers play vs same 4 perks according to them and still cry

    20? No, there's a handful of groups and within each group the counterplay is all mostly the same. There's not very many killers whose powers are truly unique.

    I'm not saying playing survivor is as easy as many others claim, but this list makes it look like killer is incredibly easy. Off the top of my head, it's missing:

    • Deciding who to chase.
    • Deciding when to drop chase.
    • Deciding when to hook vs slug.
    • Deciding which hook to use, particularly in the endgame.
    • Prioritizing which generators to defend.
    • Keeping track of survivors who aren't being chased: what are they likely to be doing, where are they likely to be doing it.
    • If the killer brought hexes, hex defense.
    • If the survivors boon, deciding whether to find it or leave it.
    • How to zone survivors during chase so they run in a favorable direction, and knowing what directions are even favorable (where have the survivors used up all the pallets?).

    There's probably more I forgot.

  • @Lynxx said:

    I keep hearing easy game for survivors...

    Being forced to hold M1 for most of a game does not equal "easy" overall. Let's take a look at what a killer needs to KNOW to be decent:

    1) How to use their power most effectively

    2) How to use their add-ons effectively

    3) Finding survivors

    4) Map Layouts

    5) How to loop or mind game (chase) - rather how survivors may loop or otherwise evade killers

    6) Countering common used survivor perks

    7) Finding hooks and using them (including evading flashlight, body blocking, etc.)

    Good survivors need to KNOW all the above and way more:

    1) While killers only need to know how their power works for their preferred killers, the survivor needs to now how the power works for ALL killers plus whatever add-ons could be in play that drastically change the way the match plays out. That's a lot to know right there and there's more with every chapter update.

    2) Using your own items and add-ons effectively

    3) Finding survivors or rather when to work on gens or otherwise be in the same area to say get a heal vs. stay the hell away from each other otherwise

    4) Map Layouts - and where gens are. They aren't highlighted like killers get to enjoy.

    5) How to loop and mind game (escape chase) - big one against someone who is faster and with a power and who sees your scratch marks. How to conceal your scratch marks or use them to mislead could be a topic all its own. How to make fast vaults at the right angle.

    6) Skill checks - and a lot of them (everything is a damn skill check) - sometimes they can be downright challenging (looking at you Doctor). To my experience I have yet to make a skill check as a killer.

    7) Countering common used killer persk - which again can drastically alter the way the game is played over just affecting a chase.

    8) Flashlight saves (or knowing you suck and shouldn't touch one ever), when to body block to help another survivor.

    9) Finding hex totems and eliminating them (or not - who knows with all the latest perks making past good tactics into bad ones)

    10) Reaching a hooked survivor and hopefully how to unhook them safety without ending up on a hook yourself.

    11) Healing (when to do it, where to do it, when not to do it)

    12) Extra little features like lockers, chests, working Pig boxes, the Hatch, etc.

    13) How lead chases in such a way that you don't screw over other survivors trying to get those objectives done being it gens or opening the exit gate.

    14) Deciding if you should make that endgame save (and since recent update the correct answer is you shouldn't, cause that's the way they want us to play now).

    16) Dealing with the plethora of aura reads that are out there for killers now.

    17) When to sacrifice yourself for the good of the team or just cut your loses.

    18) Getting that exit gate open and not popping it too early (or too late).

    Multiply the above difficulty factor by whatever multiple you feel when doing SoloQ - cause now you have three other unknowns to figure into everything.

    I'm sure this isn't a complete list for both sides, but having to hold down M1 while you are waiting for a chase to come along should not assume that everything about survivor is "easy".

    Ah yes, only 7 things killers have to do, but 18 things survivors have to do. This list is in no way biased, and each item in the list is definitely of equal importance.

  • @ThePrizz said:

    Let me add a little bit of philosophy to this.

    When you're calling something to be a subjective matter, you'll need at least 2 groups of people disagreeing on the subject. The thing most people miss, is that in order for subjectivity to be a good counter-argument, there shouldn't be a huge majority of people that think a certain way about it and then have a few scattered around groups of people that think otherwise. Cause if this the fact, it means that the people disagreeing with the majority are just exceptions and should be not taken into consideration.

    If claim something that is generally accepted to be true, you can't say that I'm subjective, then like as a proof you say that you know someone who is of other opinion than me.

    I said that Trickster looks like some korean TikToker with some extra sense of fashion, and that's not scary, and I'm objectively right, as funny as it sounds.

    https://static.toiimg.com/photo/msid-84202458/84202458.jpg

    Those are the guys from BTS, they could literally all be alternate skins for Trickster

    Clown looks like a fat guy who is hungover after a night of drinking and his friends decided to paint on his face while he was passed out.

    Huntress looks like a big lady roleplaying a lumberjack rabbit.

    Hell, Legion has a giant bunny costume.

    I can be reductive, too. It doesn't change others' perception of the character as scary or not scary, which also depends a hell of a lot on the context that the character is in. Someone in a bunny costume at a kid's birthday party? Probably not that scary to most people. The same person in the same costume chasing them through the street at night holding a knife? Probably scary.

    That's the point about subjectivity. Your insistence that you are objectively right is you trying to pass your own subjective opinion off as fact.

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152190#Comment_3152190

    Mate, print some pictures with the older killers, then print one with Trickster, and literally go outside, and ask random people if they think any of the characters do not belong in a horror game. You'll see for yourself.

    Being here in this echo chamber with people that read lores and then decide if something is scary or not based on them can really change your perspective of reality.

    99.9% of the player base doesn't participate in those forum discussions, if you think 5 upvotes on a comment say anything you, might end up fooling yourself

    Ah, so you don't have any data, you're just making assumptions about what others think. Got it.

  • I guess sometimes it's a good thing the in-game report system doesn't do anything at all.

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152162#Comment_3152162

    There's many logical mistakes on what you just said.

    First of all, just because everyone CAN have their own opinion on something, doesn't mean that the general consensus over that something changes in any way. It literally means nothing for the sake of the argument.

    If everyone would have their own opinion as of what "horror" means, BHVR would not be able to market their game as a "horror" game. But somehow they can, why? Because there's a generally accepted notion about what the term "horror" stands for.

    You are trying to invalidate what I say on the pretext that I'm "subjective" when in fact, I'm quite objective, since I appeal to what most people consider horror, when I'm referring to this term.

    So yes, I am able to say "You're wrong" because you are. You appealing to a small minority of people like they were the main consensus.

    The fact that a random girl from Korea thinks Trickster is the scariest thing in the universe, doesn't change the fact that most people think he's not creepy at all.

    most people think he's not creepy at all

    Interesting, what poll are you getting that data from? I'd be interested to look at the numbers.

  • @AshyBashy said:

    I think you should be able to see it, but others can't, so for example, it wouldn't show others besides you your MMR in post game or anything. Have it next to your account level in lobby while you wait for a match or something. This would make it where people can't be toxic about it, but you yourself can still see it. At the moment I'm pretty sure there's no way for anyone to see their own MMR

    I thought about this as well, but knowing your own MMR is meaningless if you don't know the MMR of the other players in the match. MMR is only meaningful when compared, otherwise it may as well be some random number.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152174#Comment_3152174

    Sorry, long day! There was another challenge if I remember correctly that required to down people while exposed. My apologies!

    I still did this challenge with doctor because it was easy to use his power to find people. It did help since I went against potatoes who were willing to farm.

    Ah, gotcha. For exposed challenges I usually run noed, haunted ground, devour hope, and starstruck. It's the only thing in the game that will make me run noed. Between those perks I can usually get enough downs to get the challenge, and for those games I don't really care if I get any kills.

  • @Huge_Bush said:

    I did it with Doctor, using Devour Hope, Undying and Haunted Grounds. Since I'm bad I'm pretty sure I'm at low MMR and I was fortunate enough to get potatoes except for one annoying player.

    I moried the annoying player and just farmed with the rest. Led them to the totems, had them cleanse and then downed them, let them get back up, lead them to the next two totems and rinsed and repeat.

    You.... can't? The challenge is to use only Stridor. What challenge were you doing?

  • Current mechanics with the older aesthetic would be awesome.

  • @Aven_Fallen said:

    It is not really hard. Play a Killer you are comfortable with and it should be done in the first game.

    Did it first game as well, hardest part was to get used to play without Shadowborn on Nurse.

    I still refuse to use Shadowborn on anyone. I'm already addicted to DBD, I don't need to be addicted to two things.

  • @JHondo said:

    My advice is to wait until grade reset and do it then. At Ash you basically just need to 4k for Merciless and make sure you aren't camping too much.

    Personally I think they should rework "Merciless" to appear when you get a 4k instead of having it tied to the emblem system. It would save them having to change the actual achievements since they stated it's a lengthy and difficult process, but if they could do it in game and just give the Merciless end game screen on a 4k it would make things so much easier.

    On a separate note, good luck with Wraith, Plague, Bubba, Trickster, Slinger, and Blight, who at higher grade have to be played as M1 killers because their powers end chases too quickly or drop chases.

    Hag was also hard, after Third Seal on Everyone and Devour Procs it's a complete blood bath, so don't hope your totems stay up.

    I had the opposite problem with Hag: all my hexes were cleansed within minutes so I never got any value from them. It was basically "double-pip with perkless Hag" which might be easy for someone who mains Hag but is a challenge for anyone who doesn't play her much.

    Not that I'm complaining... achievements should take some work to acquire, after all.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/342943/oh-boy-i-just-finished-my-red-glyphs-cant-wait-to-do-my-next-chal

    It's kind of a handicap for me, as it makes me feel the survivor are closer than they are.

    I've still managed though.

    Same, I actually misplayed a lot because I thought I was right on top of them and they were practically at the next tile over. Somehow still got the challenge and a 4k out of it.

  • This is a fun idea as long as it's not expected to be a strong killer, because any survivors with communication will be constantly updating each other about exactly where they are if they're injured.

  • This really isn't that hard of a challenge on a strong killer. I got it on Spirit first try, and it definitely helps that matchmaking is all over the place right now because at some point you'll get matched with bad survivors and it'll be cake.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151965#Comment_3151965

    Why just Huntress? PH can hit through walls too. Artist can crossmap you, also through walls.

    Yep, the same logic applies to any of them.

  • DBD Mobile actually still looks a lot like this.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151752#Comment_3151752

    To my knowledge, yes. Or some other algorithm that's based on glicko but I think it's specifically glicko 2. It was mentioned in a Q&A. I think it was the same one with the hockey analogy. What Patrick said is that the algorithm mostly works as a typical glicko system would for survivor where each match gets fed into the algorithm to produce a new rating (and I assume a ratings deviation based on the algorithm).

    On the other hand, for killer, it uses a batching mechanism where all 4 matches are fed in as a single batch for a single moment in time. This is because your MMR score isn't expected to be different within the same match. So the batching gives a more reliable number on the other end. I think, if they didn't do the batching, you'd get a different MMR number depending on the order it was fed into the algorithm even within the same match.

    When MMR was first revealed in a leak, I remember the leak said something about kills/escapes being the metric plus amount of time in a match and then it said something like "your score changes by 20 going up or 20 going down". After it was confirmed the kills/escapes thing was true, the second one became just a kind of normal assumption even among some large streamers. I've seen Otz not necessarily say it, but seem to base his assumptions about the MMR cap off of what I assume is that leak. Patrick's words in the Q&A seem to directly contradict that portion of the leak and it's likely the leakers saw something like "in one match, this happened and the MMR score changed by 20 so that must be the value." Then they insinuated that it was always true no matter the reason.

    But we'll likely never learn more because this community is a bunch of children and preferred to make hockey jokes. I'll admit I'm a bit sad about that.

    https://forum.deadbydaylight.com/en/discussion/comment/3151557#Comment_3151557

    It would be different for different people. I don't know too much about it or how many matches the previous person played, but 2 weeks could be playing 10 matches or so. If they let survivors escape or they were survivor and died, it's not necessarily the case that it would change especially if they had a very low ratings deviation, their opponent had a high ratings deviation, and their opponent's MMR happened to be higher than theirs. I don't have too much of an understanding of the algorithm as my expertise isn't statistics, but based on the Wikipedia entry, there's a score and a ratings deviation. As you play more games, the ratings deviation goes down and your score starts to go to a specific value. As you don't play, certain "rating periods". If enough rating periods pass without data, the ratings deviation goes back up and your MMR would start floating more again.

    If you have a high ratings deviation, as a new player likely would, you'll also have a lot more deviation in your matches. If I have a rating of 1200 and a ratings deviation of 100, then the system will believe my MMR is anywhere between 1100-1300. If I'm really at the 1100 side of that, I could get matched with someone who has a score of 1500 especially if their rating deviation is also very high or matchmaking is a bit slow that day and it widens the search enough.

    We also know from the MMR tests they did that they have a "bidirectional matchmaking" switch. When searching for a match, it starts at a narrow range close to your MMR and gradually expands as time goes on. When it sees two sides that need a match and the MMR range overlaps, it will match them together presumably in some kind of queue. With bidirectional matchmaking, it requires both sides to have their match search range overlap with each other. We know that system is off and unidirectional matchmaking is on. That means that only one side needs to overlap with the other side to get matched. So if you go into a queue at a time when matchmaking times are imbalanced, you might have a 2 second queue, but the other side was waiting 5 minutes. If they were waiting 5 minutes, you may get too big of a deviation where it'll just feel like matchmaking is off.

    If you look on Wikipedia, there's solid math for the system, but there's also a lot of "derive magic number from data and input here" that would be very difficult to figure out. It's not much of a surprise that it took a long time to do this when you consider that they have to build in the data collection capabilities, run data analysis, tweak the numbers, and they have to account for the fact that one side is a team but also not a team. I feel like if people listened to Patrick when he was trying to explain it rather than mock him for hockey analogies, we could have learned a lot about the struggles and tradeoffs they had when developing the system rather than just mocking a guy for trying his best and doing his job. It was a rare moment of incredibly transparency that you wouldn't hear from a game developer because that information would be considered "trade secrets" and the community just kind of ######### on him for it.

    Good info, and agreed all around.

    I think one of the biggest misunderstandings people have is when they cry "MMR isn't working." MMR is a different component from matchmaking.

    MMR is working if, given a particular matchup, it can correctly predict the outcome of the match. That's it. If a really good killer faces really bad survivors, and MMR says it's going to be a 4k, then MMR works. If the prediction was incorrect, updating players' ratings post-match is the attempt to "fix" it.

    The problem right now is that matchmaking is effectively indistinguishable from matching players up randomly. The most accurate MMR system in the world won't matter if you're not effectively using the information it produces to build quality matches.

  • @LittleBigSunset said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150812#Comment_3150812

    Just to add to this, I saw another really good change Nurse could get in another thread just now. When she's charging her blink she's unable to see auras like eg: Spirit. Keeps aura perks viable but makes it so precise blinking on top of survivors now requires some intuition and guess work instead of being able to aim perfectly at where they are while they're running.

    Sure but she's not the only killer this applies to. Are we also going to blind Huntress to auras while she's winding up a hatchet? That also results in "free" hits if the player has decent aim. I played a bunch of Huntress last night and got hit after hit with Lethal Pursuer and Floods of Rage. What's the consistent standard we're applying?

    Further, if you limit utility of aura perks on her then people are just going to swap in slowdown perks, which I would argue are less fun for everyone in the match.

    FWIW I'm totally fine with her blinks being special attacks. Definitely chain blinks, and maybe also the first blink. I was honestly a bit surprised when I was learning her and discovered that they're basic attacks.

    Honestly, Nurse really isn't the problem. It has always been matchmaking putting good nurses with survivors who don't know how to counter her, as well as bad map design (Midwich). Per-killer MMR should practically guarantee that good nurses only go against very strong survivors, but all of the goofy stuff they do with matchmaking to prioritize speed over accuracy causes these blowouts.

    The fix for Nurse should be that MMR strictly prefers accuracy over speed when someone queues as Nurse, and the soft MMR cap should be raised or removed for her only.

  • @Regulus47 said:

    Everybody is giving up/disconnecting when they see nurse, and for good reason. It is literally impossible to fight an even somewhat decent nurse, let alone with addons/perks, and people are starting to catch on to how simple she actually is to play. Playing nurse in her current state is like playing old spirit, or old deathslinger, or alchring/speed/C33/iri tag/adrenaline vial/slowdowns blight - you're actively choosing to make four people's days absolutely miserable by stacking the odds so far in your favor its nearly impossible to lose unless you go against the hardcore survivors.

    Just give nurse a rest. We get it, some of you have a fragile ego and need constant 4Ks or you'll rage on Reddit. There's nothing wrong with occasionally pulling out the OP stuff every once in a while. But please don't keep putting the rest of us through these guaranteed meat grinders every single game, especially not in solo queue. And yes, I'm talking to YOU, black bridal dress nurses w/ range+recharge.

    As an open letter to nurse mains, I'm asking you to switch things up a bit. Play Dead by Daylight instead of 4K by Slugging. Please.

    Did you have this same opinion about survivors who ran DH+IW every match? Because if not then sit down.

  • @crogers271 said:

    Some responses:

    https://forum.deadbydaylight.com/en/discussion/comment/3151095#Comment_3151095

    That's kind of my point. At 30 hours I realize I'm incredibly new. It's a strange game design that makes one side really easy and the other incredibly hard for new players (especially when we're defining new in the hundreds of hours).

    https://forum.deadbydaylight.com/en/discussion/comment/3151132#Comment_3151132

    This goes to my first anticipated response. Is the game meant to be balanced against playing 4 SWF with 1000s of hours of experience each? Yeah, I should, hopefully, get wrecked; it would be crazy if I wasn't. But if the game is being balanced for killers against experienced teams working together as the default its a massive problem for everyone else not in that category.

    -Jay K asked about maps

    --Yeah, some maps were definitely easier than others. Not knowing maps, the ones that were in buildings with stories seemed particularly hard as a killer running around trying to find the stairs. However, I didn't use any offerings to try and influence the maps and took the ones that were given to me.

    -Starlost talks about it potentially not being genuine:

    I don't know what to tell you. I'm not some twitch streamer who records them, I'm just a guy who plays video games and likes hard data. However, your other comments (and others in the thread) basically agree with the assertions I'm making, the beginning of the game is incredibly easy for killers and a slaughter for survivors. Then you go to the response of 'but just wait until you hit a good SWF team'. If that is the presumption of the game that solo Q is a losing effort meant for masochists, sure, I can live with that, but let's be upfront about what we mean when we're talking about balance.

    Is the game meant to be balanced against playing 4 SWF with 1000s of hours of experience each?

    Not exactly, but it's meant to be balanced around players near the top, because anything else means that good players get bad matches. Matches should get more balanced the more skillful you get, not less.

    You're not meant to be escaping easily at low MMR, you're meant to be learning how the game works. Good teamwork is required to escape in this game, and you won't have good teamwork at low MMR. If the game weren't balanced around good teamwork, then groups of players who do have good teamwork would be absolutely untouchable.

  • It's incredibly hard to ban someone in-game for actions taken outside of the game, because it's hard to prove that they're the same person. Someone harassing outside of the game could just be someone else trying to get the person in-game banned.

    Having said that, BHVR really needs to address the cheating/exploit problems for everyone. How this isn't at least somewhat near the top of their priority list is baffling to me.

  • @ImNotBobDylan said:

    If the new Dead Hard was better than before, we'd see high-level players equip it more than before, and this is not the case, so you can already dismiss half the claims in this thread that it is "better but requires more skill". These people are playing against noob killers. High level meta is now Sprint burst not DH.

    New Dead Hard is much worse than before, because of endurance it synergizes terribly with OtR which is the new top pick in the camping era, it does no longer work against many killer abilities (trapper legion etc.), also depends too much on killer ping now and requires insane reaction time to use it in chase, so the only time you can use it consistently is before a pallet or vault, paradoxically it makes it a much easier perk to use than before.

    Against noob killers you can spin them and DH but nowadays very few killers fall for that.

    The only case I can think of where DH is clearly better than before is against Trickster.

    It's also better against Nurse since she has punctuated windows of time where she can land a hit before she fatigues. So it's about exactly as hard to time against her as old DH, but you get more distance from it.

  • @ramon46 said:

    Biggest problem for me is that you have to intentionally throw games cause winning too fast apparently means you're trash.

    There's also so many survivors who insta dc/die on hook even though it's only the first hook of the game, and there's just nothing you can do agains tit. I feel like a douche having to extend games for 10 mins just to farm survivors.

    Reason i'm going after the adept is just to complete the steam achievment, time to put myself through hell i guess.

    https://forum.deadbydaylight.com/en/discussion/comment/3151744#Comment_3151744

    Thanks for this tip, will defenitly keep it in mind when going for her adept

    Yeah Nurse can actually be a bit hard because either you're downing people really fast and so aren't getting chase points, or you're chasing someone who is decent at juking at range and you never get close enough for the game to consider you in chase. The best way to get the Nurse adept is to go against a team of bad players and hustle them into long enough chases to get your iridescent chaser emblem.

  • @friendlyant1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151382#Comment_3151382

    I would like to have ranks related to your MMR as well. With possibly good rewards. I don't play League of Legends, but I hear that's what they do more or less.

    No thanks, players don't need a reason to play sweatier than they already do.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151404#Comment_3151404

    Rank wouldn't matter, but there will be some matches where you effectively lose no MMR. The glicko algorithm, which they've confirmed they use for MMR, takes your opponents MMR into account when modifying your own. It's not a static value that increases or decreases. It increases or decreases relative to your opponent.

    So if you play against opponents that are higher MMR than yourself, losing won't really change your rating. Going against players that are lower than your rating will change your rating, but one match doesn't really move the number very much except at the beginning. So you'd have to constantly be in matches that are against lower MMR survivors for many matches. Any match where the survivors are higher MMR, which is more likely the more you lose, will effectively not change your rating much. And the matchmaker is trying to give you a match that's close to your rating.

    Wait, they actually used glicko? Lol, that's what I suggested multiple times on Reddit.

  • I got a lot of the adepts first try. The hardest by far are Plague and Pig.

    If you want to get all of them, you have to play Plague without infection because you are heavily penalized when a survivor cleanses (something about it counting as two heals instead of one, or something like that). One or two survivors cleansing is enough to guarantee that you can't double pip. Bring both apple offerings and only use the red puke, and hope you get potato survivors.

  • I was playing Huntress last night and had some great games. My final game I saw a Steve opening a chest on a hill at Wrecker's Yard (I run Lethal Pursuer) and smacked him in the face with a hatchet from maybe 25m. He panicked and ran directly into my path, so I downed him.

    Three people immediately DC'd.

    Against Huntress.

    image.png Untitled Image
  • There isn't just an issue with higher queue times. The complexity of matchmaking logic increases quite a bit when you do things like this because now you aren't just trying to find 4 players near each others' MMR, you're also having to find 4 players where for each pair of 2 people in that group, one of them hasn't blocked the other. This might sound simple but the implementation isn't, especially in a huge pool of players that are constantly entering and leaving queue.

    Could you implement this easily? Probably. Could you implement it efficiently considering how many active players there are playing DBD? Optimization at this scale isn't straightforward, and every added matchmaking constraint can have wildly unpredictable effects on how much work the matchmaking servers have to do to find matches.

  • I haven't noticed this but then again I'm not high MMR on survivor.

    I've mained nurse for over a year but haven't used her as much recently. I did the "6 blink hits in one match" challenge today. If you know nurse it's easy, but I didn't even have to try because the first guy I caught gave up on hook so the rest of us farmed. Got my challenge done super easily and we all got a ton of bloodpoints.

    One of the 3 remaining survivors refused to leave after farming and we spent the entire EGC arguing about it. She kept running to a hook and asking to be hooked and I kept shaking no, and carrying her to the gate and letting her wiggle off.

    Definitely one of the most wholesome interactions I've had in DBD and it honestly made the rest of the day dealing with sweaty groups a lot more tolerable.

  • @NerfedFreddy said:

    I don't like invisibility. It's just dumb mechanics in pvp games. Imagine outrage if survivors had invisibility perk or mechanics

    Survivors can stealth pretty hard, too. Iron Will, Lucky Break, Shadowstep, even just equipping certain cosmetics and crouching in bushes can make them all but disappear. Should we ban all of these things, too? Survivors don't even get an annoyingly obvious lullaby when the killer is near them (unless the killer brought Whispers).

  • The Baba Is You music in the background. <3

  • I would too but this would have direct financial impact on BHVR so I doubt they will do it, and honestly I don't blame them for not doing it.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148151#Comment_3148151

    It's people who are upset that they can't solo stall a hook state and never have to save their teammate thinking the perk is bad.

    30 seconds per a hook, can be used up to 6 times for a total of gaining 3 extra minutes if used properly along with proper hook trading is not a killer sided perk unless your teammates literally don't touch gens.

    Not to mention the perk can be stacked so you can extend a single hook by 1.5 minutes and 3 minutes if you manage to save the hooked survivor in time. It's fitting a perk called reassurance is effective when you actually save your teammates instead of leaving them on the hook.

    That's what I thought, so this thread is just typical forum whining.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148151#Comment_3148151

    Once perk hook instance. Meaning each time your hooked. So even if you go to second state on 1st hook it doesn't refresh.

    Alright. And the ability to extend the time that survivor spends on hook by 30-90 seconds makes the perk killer-sided? That's what I'm not getting.

  • Am I missing something? Wasn't the only change they made to it that you can now only use it once per hook state per survivor? How does that turn the perk from survivor-sided to killer-sided?

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148086#Comment_3148086

    I can assure you I've played more nurse than you. That's a lot of losing

    Ah, so you are probably better than me then. So it's not terribly surprising that you'd win more often than me.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148060#Comment_3148060

    So, 1 in 4 is a 75% win rate and 1 in 5 is an 80% win rate. And you’re not using the most commonly used strong perks. You’re helping prove my point. Thanks.

    I'm only proving your point if you're moving the goalposts. Which you seem to do quite often.

  • It definitely is if you believe nurse is incapable of losing. People who don't play as nurse and don't know how to play against her tend to have a very skewed perspective of her winrate.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146669#Comment_3146669

    I'm sorry but what

    Like ????

    I don't even know what to say, like, you're either lying about 'losing all the time' or about having 'over 1000 hours on nurse' otherwise I don't see how you losing consistently on her is even remotely possible

    "All the time" isn't meant to be interpreted as "every match" but I easily lose 1 out of every 4 or 5 matches. At high MMR you run into good groups who know how to counter nurse quite often.

    Then again, I'm not using range addons or Starstruck, because I don't think she needs them.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146318#Comment_3146318

    K. I’m not going to devolve this thread into self defense but… i wasn’t the pseudo intellectual in that thread. Lol. I said winning is meaningless when you can’t lose. A point that is still solid and still factual. Sorry that it bothers you to be unable to counter that. If you still want to argue against that point, use that thread to your heart’s desire. This thread is about nurse.

    Can't lose? Dude, I'm a nurse main with over 1k hours and I lose all the time. Just because you lose to nurse all the time doesn't mean others can't outplay her.

  • Play Pinhead yourself and I promise it'll feel like it takes ages to spawn.

  • Green glyph challenges are unironically the only ones I really like. I wish the entire tome was just green glyph challenges -- I can easily net over 70k bp per match before multipliers.

  • I seem to recall rating changes for killer are a flat +10 per kill and -10 per escape, not affected by the difference between players' ratings. If that's not how it works anymore, then something changed in the last few months.

  • Vsync does not have as much of an effect on perceived input latency as popular wisdom makes it seem. Those claiming it does haven't done a proper blind test, or even basic math. Disabling vsync is a placebo.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143819#Comment_3143819

    In honor of you, and as gratitude for having this conversation with me, i’ll make an effort to do that going forward.

    Hey, I really do appreciate that.

    And I'm sorry if I came across harsh at the start of the conversation. This is an issue I'm passionate about (perhaps somewhat unfortunately, knowing it's an uphill battle) and sometimes that gets the best of me.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143621#Comment_3143621

    Everyone's journey through life is different.

    If I was currently the person I was at age 13, I'd be in @TheWheelOfCheese's shoes advocating for the righteous path.

    I don't know what life was like for you as a 13 year old Pulsar, but in those developing years I dealt with many people who took advantage of a person's kindness and compassion. I was extremely selfless, and it was constantly thrown back in my face.

    I'm a lot happier now than I was then, but I'm also a whole lot more apathetic.

    I don't particularly care what others think about me--I don't think others should care very much about what people think of them. It has been my experience that quality of life improves as you worry less about what everyone around you has to say about you.

    To quote coach John Wooden, "if you make the effort to do the best of which you're capable, trying to improve the situation that exists for you, i think that's success, and I don't think others can judge that; I think it's like character and reputation--your reputation is what you're perceived to be; your character is what you really are."

    I don't disagree with any of this, but I'd point out that not worrying about what others think of you is orthogonal to the issue of how you treat others. You can not care what people think of you, but still treat others with respect.

    What I'd suggest to you is to let the loser initiate smack talk in a match of random players. If you won, your opponent is likely feeling deflated and frustrated. As harmless as you may think it is, "gg ez" is likely to make them irritated and upset that some random person feels it necessary to belittle them only because they lost in a video game. This is where you come across as a bully, a sore winner. If the loser is up for smack talk, they will make that known.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143621#Comment_3143621

    Everyone's journey through life is different.

    If I was currently the person I was at age 13, I'd be in @TheWheelOfCheese's shoes advocating for the righteous path.

    I don't know what life was like for you as a 13 year old Pulsar, but in those developing years I dealt with many people who took advantage of a person's kindness and compassion. I was extremely selfless, and it was constantly thrown back in my face.

    I'm a lot happier now than I was then, but I'm also a whole lot more apathetic.

    I don't particularly care what others think about me--I don't think others should care very much about what people think of them. It has been my experience that quality of life improves as you worry less about what everyone around you has to say about you.

    To quote coach John Wooden, "if you make the effort to do the best of which you're capable, trying to improve the situation that exists for you, i think that's success, and I don't think others can judge that; I think it's like character and reputation--your reputation is what you're perceived to be; your character is what you really are."

    I don't disagree with any of this, but I'd point out that not caring what others think about you is orthogonal to the issue of how you treat others. You can not care what others think of you while also treating them with respect.

    Unless your opponent did something egregious during the match, I would strongly suggest letting the loser initiate smack talk. If you won, there's a good chance your opponent is feeling deflated and, as harmless as it may seem to you, "gg ez" could make them frustrated and upset that their opponent is being a jerk to them for no apparent reason. This is where you come across as a bully, a sore winner. If they start into it then sure, have at them.

  • @Hes1hp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143616#Comment_3143616

    Man why are you people making life so complicated? It's really not that deep. Idk how some people would have survived in old-school COD lobbys with open mic.

    Like, anyone who experience that came out strong out of the storm. They got thick skin as many say and just laugh about the baby words in dbd.

    Blaming the receiver of the message for "not being strong enough" instead of the sender of the message for being a jerk says all I need to know about you.

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