Thusly_Boned
Thusly_Boned
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@AshInTheTallGrass said:
Excluding legendary skins, I rarely see:
Jonah, Quentin, Adam, Ash, Felix, and Yoichi.
There are some I see almost every match, and then there are some I see a moderate amount of time, and then there are some I see occasionally (like Zarina, Jane and Ace (and others)). But those guys are the ones I rarely see. I actually forgot Yoichi was a character for a minute, not gonna lie.
Mine would be the same, except I see Felix a bit.
I had barely seen any Cheryls for a while, but the new outfit seems to have brought them out of the woodwork.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/3254996#Comment_3254996
I mean, it's still a nerf, 1 Instadown Hatchet is a less insane than 3.
Also it went SO long until even that nerf came that I really wouldn't hold my breath.
Same thing for the Tombstones. It's been over 6 years since Myers came out and those add-ons still exist.
As the Killer roster gets bigger and bigger I think the problems with individual Killers become less and less of an issue to BHVR.
Yeah, the Iri Head nerf wasn't totally insignificant. Having to potentially drop chase to reload after one miss is a more of a handicap than getting multiple throws, especially for people who are on console or otherwise don't have great aim.
I play on console, and and while I was never a prolific user, the nerf pretty much stopped me from using it altogether.
@steamed_hamzzz said:
Not when you can stack them and use them multiple games in a row
An Ultra Rare/ Iridescent item or add-on should realistically only be played once in a blue moon, they usually give incredibly powerful buffs or gameplay changes i.e. BNP, Anti-Hemorrhagic Syringe, Mother Daughter Ring, Judith’s Tombstone ect
The problem lies in being able to stack these items, if a player mains a specific killer, or survivor then they can literally play hundreds of games in a row with these strongest items and add-ons, and that kind of defeats the purpose of them being “ultra rare” game changing buffs
Another problem is that multiple killers rely on these add-ons i.e. Myers, Sadako ect
I believe if we limit Iri’s in the inventory, so if you’ve already got a few, or even one then another won’t appear in your bloodweb until you use your current one, do that and buff some of the weaker killers powers the game will become much healthier, where you don’t rely on stacking Iri’s to win games
I hear what you are saying, but it's not like these Iri addons grow on trees. Depending on RNG, I might often go through a whole web and get only one or two, occasionally none.
To get hundreds of a single iri on one killer is going to take you a long, long time, and if you have stockpiled that many, it means you haven't been using them much, if at all. Using them as you accrue them isn't realistic.
I don't think I've exceeded even 75 of any one iri add on for any of my killers, even the ones I rarely or never use. My highest prestige surv (P27) only has like 40 BNPs, and I only bust them out when I have a challenge, really.
And as you say, some killers almost need them to compete against good survs (Sadako is a good example), but that's a killer balancing issue.
And for every M/D Ring you have an absolutely useless iri like Seal of Metatron, Hellshire Iron, Garden of Rot, etc., etc. Hell, even Judith's Tombstone kind of sucks (especially when the purple piece is better). I would say more are useless than OP, but again that's a design issue.
I think if you're going to meaningfully address Iri add ons, they should all get a pass/balance/rework to put them on par with each other before we tinker with capping the quantities.
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The should do something to curtail the condemned/slug strat, and counter buff other areas of her kit (chase). It's not fun, and it's very hit or miss.
I play a lot of Onryo but do not like slugging, so while I do pretty well, I am not one of those Sadako players rolling in kills.
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Yeah, Eruption is brutal to deal with in solo, way worse than PR. I think the incapacitated time needs to be halved, at least.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3254843#Comment_3254843
To be super honest, I would be happy if BHVR changed exit gate escapes, so they give 0 MMR if the survivors didn't repair 5 generators.
The meta lone wolf strategy is to equip sole survivor and wake up, hide until everyone else is dead while making sure you are hiding somewhat near an exit gate when the last survivor dies, then wait for the hatch to be closed so you can use sole survivor and wake up to open the gates at turbo speed. Because, as far as I know, when people do this strategy and escape through the gates, they are getting MMR even though there were still generators left to be repaired, and the gates were only powered because the hatch was closed.
It's still a gamble, even if you load up on the right perks and optimally strategize for a solo escape. There are a lot of variables, and the best predictor of whether you escape is how many of your teammates remain alive.
That said, there is a point where you realize that one of you has a chance of getting out, and then only maybe (usually when down to two survs with multiple gens left). At that point, the calculus changes, and looking out for yourself becomes a sensible play. The way I usually play it is if there are two of us remaining, I will do whatever I can to makes sure one of us gets out, usually determining which one of us has the best odds (depending on hook states, health status, whatever). So I might give myself up if I feel the other has a better shot.
But to enter a game the plan of winning through attrition/luck? That's super lame, and poor strategy.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3254877#Comment_3254877
Nobody has ever looked lower quality than others? 😂😂😂😂 My guy really? So then explain why all of the character models portraits were updated simultaneously but a few other lesser popular characters had to wait weeks and months to have their portraits and character models updated too despite also being in the game for years? Why do some characters have unique outfit designs and fully fleshed out lore like glowing tats, excessive amount of jewelry/accessories, holding an item or specific pieces of equipment like Haddie and Jonah while others like Adam wear a basic lame coat and dirty work pants? Look at Vittorio’s lore and then look at Aces and tell me the effort is the same across every character they’ve made.
Its not, the effort has never been consistent. Some chapters are lame and some are fire, that’s just how it’s been. No hate just facts. They clearly invest more and prefer certain projects over others before the public even sees them
In order to look halfway decent on the lesser popular characters you would have to spend money or shards to buy them PLUS buy an outfit with more money or shards mind you half or more of the ones for shards are underwhelming. Some of the less popular characters have DLC cosmetics that should’ve just been their default outfit instead
Thats the entire point we are trying to explain to y’all. Other characters are more attractive BECAUSE of the effort spent to make them attractive initially AND promote them consistently afterwards too, they didn’t JUST leave it all in the hands of the players to decide who should be popular and catered to. Some characters were clearly abandoned right as they launched while others were paid extra attention too regardless of what people buy
Yeah, a big reason the most popular survs are the most popular is because they have so many customization options. If you're a new player deliberating on a main, you're going to be at least nudged toward those with the most cosmetics.
So then BHVR looks at them and says, "hey, these are the most popular, we'll cash in by giving them more cosmetics". It just feeds itself.
We all know how things work in the modern gaming sphere; people love the ability to customize. It can and does make or break character adoption.
I think one (or more) of three things should happen:
- Release each new character with no fewer than 4-6 distinct outfits (not recolors). Give them a chance to get a foothold.
- Institute some kind of rotation for new cosmetics so there is at least some equity in who gets new ones
- Increase the labor allocated to cosmetic creation, and simply make more for everyone
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Robert Englund's Freddy with voice lines would be about as good as it gets. The fact that the current Freddy is essentially silent is like only having a fraction of the character. His mouth is one of his defining characteristics.
If you could choose only one killer - not just in DBD but in the horror meta - that should have voice lines it would be him.
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- Toxicity - I don't want to hear all that BS. Not having to is one of the reasons DBD is one of the only multiplayer online games I play.
- Even if you have the option to turn it off, that will put you at a competitive disadvantage, and in solo if you have it disabled while your teammates have it enabled, you're almost certainly gonna be the odd person out on coordination, and possibly intentionally treated poorly for not using it. Make no mistake, solo players not using it would suffer for it.
- If you add voice comms, killer would need to be heavily buffed to compensate, which would put those not using it at an even greater competitive disadvantage.
We're only a few solo tweaks from DBD being as balanced at it has ever been. Adding universal voice comms would set that process back significantly at the very least, and at worst cause total chaos.
Add activity icons and a basic text wheel, and we're good.
Subjectively, I am an introvert who enjoys not being forced (or feeling pressured) to interact verbally with strangers. There are plenty of other games out there where you can go for that, and I for one play DBD in large part because I can play with others without having to deal with all the BS that often comes with it.
And not saying anyone else has to agree (I sometimes have very particular sensibilities about things), but I feel like having the survivors be more of four disparate individuals dropped into a desperate situation is more in the spirit of the game than a coordinated team doing cross map communication.
It's not like CoD or something where you would expect to have radio comms. I think too much communication really hurts immersion in DBD.
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@MeanieDeeny said:
The hatred for Feng cosmetics is out of control. Honestly, who cares this much?
Feng doesn’t even have the most cosmetics.
Feng having cosmetics doesn’t take away from others having cosmetics.
If you don’t like her cosmetics, don’t buy them.
Be upset your main isn’t getting the attention you desire, instead of being angry Feng is.
Who cares if Feng is getting cosplays??? If someone is only a big fan of the original, that is the one they are going to buy regardless. I bought the new Jill outfit (and honestly I barely like Jill, but the cosmetic was nice) AND the Feng cosplay. Why? Because it was a cool cosmetic.
I main Jane for survivor and while I’m upset she gets left out so often, I’m never like oh wow but David/Meg/Feng etc got a new one. It’s irrelevant. The point is they once again forgot Jane.
Also, had they done a cosplay of Jane’s new Halloween outfit and gave it to Feng also, I would have been ecstatic and bought hers as well.
You’re all so petty when it comes to Feng , she’s not even the survivor w the most cosmetics..but apparently no one is ready for that conversation.
Be upset your main isn’t getting the attention you desire, instead of being angry Feng is.
That is the point behind the annoyance at Feng cosmetics, it's not about Feng per se. Time spent working on stuff for Feng is time that could be spent making stuff for characters who don't have much.
Imagine being like a Jeff main or something and seeing certain characters getting four or five outfits for every one your main gets.
And she doesn't have the most, but for not being one of the original four, she has a ton. It's about the rate cosmetics are made for certain characters, not the total.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/353533/feng-mins-cosplays
Why does everyone care? If you don’t like it or want it, don’t buy it. Cheryl still got hers…Jill still got hers. One doesn’t take away from the other. I bought Jill’s and then also bought Feng’s cosplay of Jill. Like seriously, it’s not a big deal. And obviously despite the massive influx of Feng hatred, obviously enough people are buying her cosmetics for them to keep them coming consistently…
People care because they would rather see BHVR spend time creating cosmetics for characters they like but who don't have many, rather than allocating that labor to adapting every single thing possible to a character already sitting on a veritable mountain of outfits.
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@dspaceman20 said:
Every feng cosmetics I see I literally roll my eyes
It has gotten to that point. It feels like Feng and a couple others (but mostly Feng) are the favored kids and then BHVR has like 30 red headed stepchildren.
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There are a ton of tips I could type out, but there are many great tutorial videos on YT on how to loop/run tiles (as Peanits said, every map is essentially a variant/arrangement of the same basic structures and setups).
On the most basic level, one of the best things you can do is to scout around and make a mental map of the immediate area each you jump on gen is in, and have sort of a plan on how you will react if/when the killer approaches from X or Y direction, you you're not totally improvising when it happens. And of course, getting in the habit of scanning the most likely approaches while working on gens is vital.
And it can be tough (especially at lower levels) when you have teammates bail on gens at the first tiny whisper of the terror radius. Learning when to hang in and when to run is another thing that will come with time. And hopefully as you and your MMR improve, your teammates will have a better feel for that as well.
All of that (and everything) will get easier as you learn how the basic map structures function. Of course there will always be weird RNG anomalies, but generally speaking, succeeding in chase is largely a function of play time and learning what the different map permutations are. But if you are a new player, there's just going to be a learning curve to you'll have to be patient with yourself through.
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Might sound crazy, but in the current meta, my surv perk might be Distortion. I feel like killers are running more aura perks than ever, and Distortion really helps you know what they know. It is entrenched in all of my builds right now.
That or Kindred.
I'm really not sure about which killer perk I would choose, but it would probably be some sort of slowdown; Sloppy Butcher, CoB, whatever. I play many different killers, and while some don't need it, many need some slowdown.
I mean if you can have only one killer perk, NOED actually seems like a reasonable choice. I never run it normally, but I might in that scenario.
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@Gylfie said:
https://forum.deadbydaylight.com/en/discussion/comment/3252448#Comment_3252448
It was equally tedious but you earned points less easily and everything was more expensive. Now I play three games and woop I'm at the cap again.
Yeah, the new economy means you are just having to spend your BP more often.
My suggestion is always that the web allows you to buy sections of nodes (along a path, by clicking the furthest node) rather than full automation.
But something needs to be done, because it's a massive (and boring) timesink.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3252502#Comment_3252502
At some point they answered in a Japanase Q&A that they want to keep the Depip as something to reward Skill or something like that. But yeah, it is pointless to have Depips when Grades are just a reflection of playtime.
At the very, very least, no Depips should be given when someone DCs and escapes and 4Ks should never result in a Depip. (Even tho it is rare to 4K with a Depip, only possible if you kill all Survivors with Myers, but still)
I think if they're going to take the stance of grade only being a measure of playtime, I agree. As it currently stands, it's like 80% a measure of playtime and 20% a measure of skill. While grade progression is largely a formality, I feel like there is a very soft skill ceiling on grade; if you really are a total potato, you will at least stall out in the iridescent grades, if not gold.
But if they want to admit that grade doesn't quite mean nothing, de-pipping (but not de-grading) makes some sense. But it seems like a half measure either way. Either make it mean something or nothing.
Now de-pipping in a match where there was a DC absolutely should not be a thing. If a surv dc's before they are down to their last hook state, de-pipping should be disabled for all other players.
Suiciding on hook would be a bit trickier to deal with, as the system would have a hard time differentiating between that and a surv being left to die by poor teammates who probably deserve it.
You have to be careful because you definitely don't want to start rewarding people for a teammate or killer DCing, but at the very least no one should leave any worse off than they came in, except for the DCer.
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What OP is describing is pretty low level Artist play, just dropping crow mines in loops, which is frustrating to players who can't process not looping. But really good Artist play is much more than that.
And for the "Artist is EZ to play against" crowd, if holding W works as a counter to her, you're not playing against good Artist players. Really good Artists are borderline oppressive.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3251146#Comment_3251146
Your probably in "mmr hell". My teammates almost never dc but killers dc sometimes when we're destroying them I have caused personally killers to dc few times in october just by looping them and using 99 sprint burst. But when I play 3 man swf our solo teammate dc sometimes probably because my friends are in lower mmr and they dc sometimes when killer hard tunnels.
Nah, I have occasionally dropped into surv MMR hell and it is definitely worse down there, but ragequitting is one of the universal things I have seen in all gameplay throughout all my time in DBD, from when I was a baby potato until I got pretty good. I see it the same rate (well, surv DCs anyway) as killer as well, and I don't play low MMR killer, and I don't tunnel or camp (well, barely).
As matter of fact, I see DCs more often from players who seem good than players who are obviously awful. Potatoes tend to accept their fates, ego makes people DC. Most of the mass DCs I've seen from the killer side was against good teams in sweaty matches when it became clear I was going to win.
I think the same applies to killers who aren't used to losing when they get dominated.
You see the same all the time in streamer matches, too. And again, given player distribution, even if all players DC at the same rate, you're going to see more survs DC simply because there are a lot more of them.
And SWF is kind of a different animal, since friends are less likely to bail on each other (I see this as killer where it's obvious the survs are a SWF; they either hang in even when getting dominated, or DC all at once).
So imo people who consistently play in even partial SWFs aren't really seeing a representative sample. It's only logical that SWF players wouldn't see nearly as many surv DCs. In solo queue it's a damned surv dc fest.
I'd be interested to see if BHVR has DC rates by MMR level.
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@Nirgendwohin said:
in 500 games i had 7 disconnecting survivors and 10 killers.
when you have it basically in half of your games, you might be the reason why.
Eh, I play mostly survivor and I see surv DCs in at least a third of my games, often on first hook/down, regardless of who or how the killer is playing. And I see survs disconnect at like a 20:1 (and I'm being conservative there) rate compared to killers, which is kind of to expected, given it's a 4v1 game.
So I would strongly disagree that's it's a "being driven to DC/suicide on hook by toxic/unfun play", and much, much more a temper tantrum rage quit issue the vast majority of the time.
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@TheycallmeLix said:
Camping the hook till someone goes 2nd stage or tunneling someone who is just unhooked.. it happens way too much! I get camping at endgame cuz you can’t do much either. Tunneling is happening WAY TOO MUCH! It’s not fun seeing survivors get tunneled out like that hoping they have OTR or DS so they can fight back. The saddest part is a really decent Killer tunneling/camping a survivor who doesn’t even look back or pre-dropping pallets while getting chased. I don’t get why this is still in the game. And don’t say things like: ‘ItS a VaLid TaCtIc’, cuz your only making people miserable and forcing them not to play anymore! But hey, let’s nerf locker saves, cuz Killers can’t chase the other 2 people who are doing gens atm. This is so unfair for people who went for locker saves who didn’t do it every game! BHVR, you already nerfed flashlights (I used to click and then spin but now I can’t anymore) and just cuz of some people who couldn’t stand flashlight, the weakest item of the game complained about it too much.
This was yesterday: I was happy to see a Booba cuz it’s been a while but he played it dirty and did this with every teammate!
https://us.v-cdn.net/6030815/uploads/KO1Q8VLKZEBE/636b81f5-251c-4102-932c-9975eeec70b3.jpeg
In my going on 3K hours of DBD, I can count on one hand the number of locker saves I've seen that weren't being done by a coordinated SWF out to just get locker saves. They are exceedingly uncommon.
It's not a significant tunneling countermeasure, or countermeasure for anything, really.
Realistically, if you're not part of one of the aforementioned SWFs, you almost certainly won't notice locker saves are gone.
This is certainly not a hill worth dying on, and on the spectrum of features/mechanics, a big fat nothingburger.
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@kaneyboy said:
Been called crap. A dog that deserved to be slugged, and just horrible things in general
https://forum.deadbydaylight.com/en/discussion/comment/3251016#Comment_3251016
Well, that's post game chat, and it's as bad or worse from survs. My advice is to hide/disable it. Anything you'll lose out on will be heavily outweighed by what you are spared from.
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Yeah, sucks that we're losing out on Yun-Jin outfit, but set A was clearly better overall, in spite of primarily serving the usual suspects (on the surv side). The Dredge skin was enough on it's own, imo.
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There are usually points on every map where these work the best (think main building on Dead Dawg), and the Head-oners will try to keep you near them and loop you around them. If you don't want to be part of their comedy routine, avoid those areas and go after the other two. Same approach as vs. locker stun pairs/groups (RIP, lol).
Now if all four are doing it, that can be tedious.
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Scratched Mirror Myers. Closest thing to an actual horror experience DBD has, imo. Any of the stealth killers can be (jump)scary, but SM Myers, especially on an indoor map, is top of the list.
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@versacefeng said:
Don't worry You guys will adapt to these changes and move on as you always do.
Killers can’t relate.
I play surv a lot, and it's nbd. Locker saves are/were either:
- Very rare/hard to pull off organically
- Used as a nearly uncounterable harassment tool by coordinated teams
In either case, no great loss. For the vast majority of surv players, the .25 second buffer is going to be much, much more impactful. I've also got well over 1K hours in killer, and I can count on one hand the number of locker blinds I've suffered that weren't part of a coordinated effort just to get locker blinds.
I'd confidently bet that almost all the people who are really bothered by this are players who like to gang up on killers just for fun.
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Pretty sure you get one each at at 4, 5, and 6.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3246644#Comment_3246644
Flashlights sorta needed a buff because they're one of the weaker items in the game.
I'm totally fine with it. Killer counterplay isn't going to change, it'll just give survs who aren't well practiced with them a better chance at actually pulling them off. As flashlights are now, they're one of the worst items in the game; they're essentially useless to most survs.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246644#Comment_3246644
its net nerf because people who timed flashlight properly do not care about 0.25 buffer or whatever this does. there is just 1 less chance to flashlight save option.
It's going to make flashlight saves easier for survs who aren't already good at it, which is like 90% of all survivors. Locker saves were a pretty rare occurrence already (aside from teams who get off coordinating them for fun, and screw those guys). So I think it's a net buff.
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@Devil_hit11 said:
they're nerfing flashlight again by making locker immune to flashlight saves.
The buff to the timing more than compensates. This update will be a net buff to flashlights.
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I think any survivor SBMM criteria that would be effective would need to be sufficiently nuanced that I don't think BHVR would bother.
And to be fair, surv skill seems like it would be pretty difficult to capture numerically. So many variables and inconsistencies.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3245516#Comment_3245516
6 years of the same jokes only get you so far
And only so much material to draw from
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You can play with a lower tier killer and win against good survs without tunneling or camping. But not consistently. Or even often. You're going to have do some repeat hooks and proxy camping/hook defense if you want to compete toward the top of MMR.
I was recently in a match against a pretty good nurse, one of my team immediately disconnected, and we still got a 3E. Now if we played that same scenario out 99 more times, I feel like there would probably have been 95+ 4Ks. Would I then say "hey, you can win 3v1s against Nurses"? Not with a straight face.
Just because a thing can be done, doesn't mean it is reasonable or realistic to use it as a baseline example.
Bottom line is that against really good survs with most killers, a nice evenly distributed 12 hook, no camp (even proxy) match is going to be your outlier, regardless of killer player skill.
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It's super fair, imo.
I mean it's open for an eternity; I almost always finish with 2-3 weeks to spare. I'm actually glad they added the Deep Rift, since I am almost always done by the time the 4th level of the tome even opens, and the RF just go to waste.
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@Grandpa_Crack_Pipe said:
Why are you surprised that people who dish it aren't ready to take it.
One of life's greatest truisms is that people who dish out the most crap are almost always unwilling to eat any.
The either talk crap after (or try to), or DC. If I had a dollar for every surv that BM'ed me and then DC'd when they went down or put on their last hook, I could retire in style.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3218528#Comment_3218528
What is the incentive? Only a handful are any fun. Most are just god pallet kicking simulator and then you get BM'd at the end if you lose.
Yeah, the game has evolved a lot, both survs and killers have more tools than ever, and your basic M1 killer is a relic.
Of course survs love going against them, because they're basic and easy to beat compared to more recent additions (Nurse notwithstanding). Many people call all non-M1 killers "unfun" or "boring", but the inverse is true. Looping is fun for a while, but when it's all you have it gets pretty boring.
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I don't see the value here unless you are hearing impaired (I actually am, but only directionally, so it doesn't hurt me with the TR).
I might be missing something, but after playing the game for long enough, you can definitely tell from the sound of the TR when the killer is drawing really near. Unless you are a player that goes into hiding the nanosecond you hear the TR (since in it's quietist/peripheral stage the TR often blends in with other sounds), I don't see how it is worth the perk slot to someone with passable hearing.
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There are potential pitfalls, but I would like to see a system where we saw bumps in the rate at which rarer items appear, as a reward for hitting prestige markers (like 250, 50, 75, 100).
It does feel bad to level up to 50 looking for certain items, get very few or none due to RNG, and then be forced to start again at level 1. We were allowed to keep racking up items at Level 50 before, so the new system feels pretty bad when it comes to item rarity. If we must prestige, let's not punish us for it.
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I disagree with the OP's thought that everyone has a main, or their definition of main (I would define a main as a role or character that a player plays disproportionately to all others, and I feel like that is probably the common interpretation).
If you look at my overall hours, it's almost a dead even split. But I started out as a killer main, and have gradually played more and more surv to the point that I play more surv at like a 2:1 ratio. The new incentive system has only exacerbated this.
Which role do I have more affinity for? It's close, maybe a toss-up, but probably killer, tbh. However I play a lot more surv now in large part because it's just less stressful. It's easier to get off work and just decompress playing surv. I find killer more fun, but also more aggravating.
As far as characters/killers themselves go, it might be my ADHD, but I'm like a bird with shiny objects, and can't settle on one (or even a few). Sometimes I try to commit, but can't.
On the surv side I have like 12 who are at least P10, and I play regularly. Yui and Haddie are my two most played now, but that will probably change (especially if they don't show Haddie some love). Similar story on the killer side, though I do have prefer Onryo, Spirit, and Plague for their characterization/lore/power, but others for overall gameplay. But I am just as likely to be playing any one of like a dozen killers at any given time.
I don't necessarily agree that everyone has a main or role they clearly prefer. But if you really distill this down to a hypothetical scenario where I was forced to chose only one role and character I would be able to ever use based on how much I like them, I would probably choose killer/Onryo. Probably. Ask me the same question a month from now and you might get a different answer.
But thank goodness that isn't a thing, because variety is the spice of life.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3244154#Comment_3244154
Man, I really want to see how you will perform if the game is balanced around Top Tier Killers as well. So that players like Otz, Zubat, Alf and others really have challenging games every game.
You will totally do fine, I am very sure!
Yeah, if you actually wanted to kill DBD, balancing around top tier players might be the quickest way to do it.
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lol, no. PH is one of the better killers in the game when you get a feel for him.
But at first he can feel very unwieldy, for sure. He feels lumbering, it takes time to ready his power (and there is an audio cue), his M1 just feels wonky at first, etc.
But he can be very good. I think there is a very strong correlation between success with him and being able to predict survivor's movements (yeah, you can say this about all killers, but moreso with PH) since a lot of his power lies in being able to hit blindly through walls and obstacles.
To that end, I would suggest running I'm All Ears in any PH build; it really is one of the best, if not the best perk to run on him. Also one thing that some people don't realize is that he doesn't slow down all that much when his sword is in the ground, so you shouldn't be too hesitant to keep it down, even (maybe especially) while looping. It also makes it much harder for survs to predict when you are going to use his power.
And getting those hits through walls after making a great prediction or tracking well is super gratifying. One of the best feelings as killer, imo. And if you can get survs tormented, it opens up options that allow you to circumvent flashlight saves, DS, etc. entirely.
His add-ons are mostly trash tier, though. Probably the worst in the game. The only ones worth running are the distance ones really, and his iris are a joke.
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@Jay_K said:
Honestly as a killer main i can safely say I miss on average 2 - 3 hits per match. This isn't always down to me, sometimes im auto aimed into the bush or wall.
"But auto aim isn't a thing" I hear behaviour and many survivor mains say.....Yeah it is and there is a video where the devs explain what it is and how it works....Auto Aim XD
But i got side tracked.
Just because I (or others) miss some basic attacks doesn't make us bad killers. Sometimes we get spun but a lot of the time i miss is because i'm just trying to snag that hit before the survivor reaches a pallet/window so i swing early just to try my luck and it doesnt pan out. (or sometimes it does if latency is on my side)
Yeah, some survs want to believe aim dressing isn't a thing because it allows them to feel like every miss is down to their mad juking skills, but it is absolutely a thing. I would say at least half of my whiffs are down to auto aim.
That said, some days I'm just off, usually moreso during my first couple killer matches of the day.
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It doesn't help much if you're working on them retroactively, but the best time is right when a killer drops, and your MMR for that killer is at it's lowest.
Once you have a lot of time in a killer, it's going to get a lot harder, especially if their perks are trash (Huntress comes immediately to mind), so I haven't bothered trying to adept most killers I have a lot of time in.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243189#Comment_3243189
Sure, and let's make the killer have to drop chase and be out of chase for 5 seconds before they can see event auras
Is the gen going to run away and heal itself if you let go of it for a few seconds?
I don't feel like I am seeing more of Fearmonger now, regardless. It's been fairly prevalent for a long while, at least in my experience.
Plus, you're either going to finish the gen before running to a portal anyway, or let go once you hit 15, so it's really not a huge deal. And as you say, they're constantly moving, so that one you're eyeballing while working on the gen is probably not going to be there when it's done regardless.
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More than I'd like to admit, but ngl, auto aim (or aim dressing) screws me a lot. Especially on console, and when survs are trying to FOV me.
Sometimes I'll miss more when using a killer I rarely use (pretty sure much of it is in my head, but some attack anims/timings feel different to me).
I don't really count misses at vaults/windows the same way I do others, as lunging and hoping for that latency hit is your only course of action.
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You mean this fiasco ended with no evidence presented, no games played, and OP banned?
I'm shocked, shocked at this totally unexpected outcome. Flabbergasted, even.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3239741#Comment_3239741
but there is a soft cap and eventually everyone WILL hit that. Its just the way these sorts of games works and once everyone is at softcap MMR then there is no matchmaking as such its then just random placement.
If that is not the case and MMR works fine then why is it some games I get a fair game, some games i get all 3k+ hour survivors and get destroyed and sometimes i get 100 hour survivors and i destroy them.
Bottom line you get matches like the OP's post because MMR does not and will never work in this game due to imbalance.
I think it's a tad generous to say everyone will hit the soft cap, lots of very casuals and legit potatoes out there.
But I think the notion that there is no top MMR is generally correct. I think there was, for just a minute, during their SBMM tests, but the problem is that queue times when the system is too selective are just untenable. So we're left with the grab bag. The game is just too imbalanced, and the skill markers to hard to define for accurate SBMM in DBD to be a thing, sadly.
And tbh, I'd actually prefer the grab bag to 30-60 minute queues.
That said, I think the shifting the playerbase the followed 6.1.0 has thrown things into further chaos.
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What would you trade back for Pop? Ruin and Pop are out, Overcharge and Eruption are in, but I am not sure the net slowdown has changed much. Six of one, half a dozen of the other, kinda. Meta shakeup without really giving or taking too much.
That said, the Pop/CoB combo was arguably nastier than CoB/Overcharge.
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@Dwight_Fairfield said:
Legion. Mending simulator games are about as much fun as watching paint dry.
Pinhead because I find his chains really obnoxious.
Same. Pinhead is especially bad in solo since no one wants to solve the box, so I take it upon myself and have Pinhead constantly on me as a result. If you don't, you're dealing with chain hunts all game, which is the height of tedium.
Legion...well you summed it up.
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@Murgleïs said:
The hard truth is that if you were repairing the last gen when the 2nd is being carried, he would not betray you and would try to buy as much time as possible so you two can escape.
Yeah, it's against the rules and I wouldn't do it, but if one surv is caught while working on objectives and the other has been hiding in hopes of hatch...well lets just say I don't have much sympathy if the hider gets ratted out.
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@jmoyano92 said:
I agree. this design flaw is one of the worst things in the game. toxic killers forcing survivors to help them find last player and avoid the hatch spawn.
Forcing? Where's the coercion? The killer can't force the survs to do this, it's more of a surv doing whatever they can to get out.
Dying is always an option. If the killer lets you wiggle free, start working on an objective and the killer will either have to eventually kill you or allow you to continue and escape. No one's forcing anyone to rat anyone else out; if a surv rats a teammate out, that's not some kind of killer flaw, it a bad teammate problem.
I would say the flip side of this, the last two survs hiding for 20 minutes, is just as much BS.
Not to mention that this rarely actually happens.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3238518#Comment_3238518
No he isn't. What about lilithomen then? Blight main, barely loses any games while being distracted with chat, laughing his ass off with some meme plays etc
There have been a handful of players with absurd streaks, many have been discredited for various reasons (offstream smurfing, offstream losses, etc.). And again, you're talking about a handful of people who play the game for a living. And even "barely losing any games" doesn't leave any room for a 99% kill rate (pesky math again).
Most people here are are very aware of the DBD landscape, and no one believes you. All this posturing isn't going to convince anyone, nor would beating a forum member or two in a few games, even if you do.
The question you should ask is why do you care so much what this board thinks?
Don't even say you don't because this thread and your posting history are towering monuments to how much you care what people think.