TicTac
TicTac
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I like the way you write, but you are wrong. Aura reading perks are not a problem, if looping is available. When there is a killer like range nurse, which is almost unloopable, its a problem. But in general its not a hiding game (atleast hiding is not meta), so being found, is not the end of the world. Some killer have great synergy with wallhacks in chase, but nothing broken. Which specific perks are too strong and in which situation?
You are probably not interested in reevaluating your own opinion, atleast thats how you sound. But still, atleast i get an interesting answer and i dont blame you for it. Most people dont want to change their opinion, i did the same many times.
Btw i have 3000 hours and im probably younger than you, to get that out of the way. Not that it matters.
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@MauriceMaverick said:
https://forum.deadbydaylight.com/en/discussion/comment/3003510#Comment_3003510
Make a different event?
But whatever the event is it must have one of this things. If you dont force survivor to the endgame, some will kill themself on hook.
Or do i miss something? Should you get the masks as login reward? That could work.
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Yh its not perfect. Im fine bc i get it every second game, but others could not be that lucky. The problem is that otherwise survivor could suicide on hook and ruin the match. How would you fix this issue?
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I said a long time ago that locker safes are stupid. But everyone said it is a rare occurence. And its true it never happened to me in 3k hours dbd. But is that a good reason to keep it? A map offering, a friend and two flashlights were everything you needed and you could do it almost every game.
So i think it was a great change. Every player should get to deal with this on a daily basis. Then when everyone is pissed and complains, they will change locker safes. Bc most things only change when the majority complains.
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I agree with some and disagree with other points, but first i like to add some input to your points:
If we are lucky some problems get fixed with the big perk update/basekit changes.
Your point of fun is (atleast at the killer side) concentrated on the 1vs1. So some of your changes, dont take the fun part of 1vs4 into consideration. Prioritizing to defend not all gens, choosing which survivor to chase (hard-tunneling should still be nerfed), etc.
Now my opinion to your points:
Time and tools:
There are plenty of perks which alter your killer specs, the problem is that the best perks are mostly gen regression. The meta needs to change for sure, i hope for the perk update. But the tools are there. Maybe i dont understand your point.
Auras:
Basekit tracking is already there with crows, scratchmarks etc. And some killer have extra abilities like killer instinct or the blast from doc. Not having any is a balance decision, sometimes not a good one. But giving every killer a unique tracking ability is not neccessary. Stealth should stay an option and right now its not really meta. But they should add something to avoid hiding over a long time without progressing the game simular to afk crows.
Addons:
I dont like the idea bc it makes balancing harder and imo balancing right now takes already too long. The developers did a good job with most addon changes and i think its a more healthy way to fix bad addons.
General abilities:
Its interesting. An option to prepare like hag and trapper would create a new playstyle. I would like it, but there are some problems with the specific abilities. For example an ability which gives aura reading synergizes differently with every killer power. A nurse can use the info to get a free hit, sadako still needs to mindgame. It would be important that a general ability shortens the gap between strong and weak killers and not widen it. But on this note: i think every killer should have a chasing ability in their kit.
Movement, chases and loops:
Killer have plenty of perks for the chase. Blood favor, dissolution, enduring, spirit fury, brutal strength, coup the grace, play with your food ... More are always better, but the main problem is that gen defence gives you better results most of the time. I also disagree with your opinion about some killer powers like billy. Mastering a power to get results feels great. For me its hard bc im limited on console, but there are plenty of killers, so if i dont want to deal with it, i can play a different killer. But its true, that the game teaches new players almost nothing. That should be changed.
I also agree that many maps are not balanced. Aside from that they dont take every killer into consideration. If for example every loop has no los-blockers some killer have it really easy, while others struggle.
Teleporting and Ghost-stepping:
It would solve some issues, but im not sure if i like it. I really have no idea. Its just such a drastic change.
Hooking:
I dont like it bc it removes the strategic decison of hooking. As survivor i try to avoid going down near a almost completed gen or the basement and as killer i try get a good placement. Its a fun part of the game.
Camping
Really good changes. Maybe the self unhook is too much, but i think its a nice idea.
Slugging
I disagree. Give the survivor a kill button after some time to end hostage situations. Right now i dont think slugging is too strong, so i think the other changes are too much. Getring 4 slugs is a difficult play and should be an option to win. Maybe increase crawl speed after some time, so survivors cannot be camped on the ground.
Cheap perks
Some perks should be basekit to shorten the gap between swf and solo. Many perks should be buffed. We will see the big perk update, but i doubt it will be enough. Self care shouldnt be basekit bc hit-and-run should be viable (it isnt right now, but it should). I personally wouldnt mind some weaker perks, removing is not neccessary, but we need more meta diversity.
Uniform power interactions:
They need to go, its really dumb. But new killers like artist and nemesis have them, so the devs probably like them.
Summary:
Some good changes, others i dont understand and some should never happen. Like i said i think the 4vs1 gets a bit ignored. What do you think of an extra mode, where you only get a 1on1? No hiding, just looping till the survivor is down.
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@DivineParadox said:
https://forum.deadbydaylight.com/en/discussion/comment/2983950#Comment_2983950
I find mories disrespectful.
If I even am the last survivor standing and the killer get a glimps of me, I will immediately DC.
This is what I am doing against any mori if I am downed on second hook.
I also hug lockers like they are my best friend against myers until I am sure he doesn't have tombstone.
Mories are disrespectul and toxic, in my opinion.
https://forum.deadbydaylight.com/en/discussion/comment/2984036#Comment_2984036
How about we get both?
So you will dc every time when the killer is about to catch you as the last survivor? When this change comes, you wont be happy.
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Dont worry, they already have a solution in the works. If you are the last survivor, you will get moried immediately. So everyone can get to the next game quickly.
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There are bigger problems right now anyway and they dont give some information about it. So they will never acknowledge the hacker problem probably.
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Wraith had never a chance. It doesnt matter if some killer are viable against comp teams. Even if a killer is viable against them, survivor can bring equipment, which is banned in tournaments, making it unfair again. For example even at his strongest pyramid wasnt viable against bnp/styptic etc, even against 4 strong medkits its unbalanced. And in most tournaments survivors have even a limit on perks. And some maps are never played.
To be fair on the killer side are also some things banned and you could use it, but its not much.
So against a swf comp team, which can use everything, nothing was ever balanced. Maybe old omega nurse and spirit with the strongest addons at release, but i doubt it.
So while i think that the billy and pyramid nerf was too much and the wraith basekit nerf completely unneccesary, old spirit and nurse needed to be closer to other killer. Now survivor just need to be nerfed more.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2552458#Comment_2552458
I don't tell u it's a problem. But it's not a perk that pressures swf.
It does pressure swf, otherwise nobody would use it in tournaments. You can add lethal pursuer if you really think most swf would hide.
But a perk which would especially pressure swf is agitation. You can choose a good position to proxy camp and swf are altruistic and dont want anyone to die. But it depends on the killer how effective camping is.
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Yh it was just an example.
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2550971#Comment_2550971
no, it gives you different questions on how you answered previous one, although it is kinda fnny considering nobody likes rpd
Yh but i still would like to answer questions like this. Imo maps are on of the biggest problems with this game, but apparently my answers indicate that its not an important topic for me and gives me different questions.
I mean its obvious if i dont get a pc question, when i answer that im playing on console, but its not really transparent for me, why i didnt get this question.
Well, it is what it is.
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My survey was completely different. I guess my opinion about this awful map doesnt matter.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2550218#Comment_2550218
What perk would u suggest then?
If your loadout is BBQ, Nurses, Ruin you could use sloppy for better tracking while phasing with bloodpools and synergy with nurses.
Or, if you want standard things, you could use undying (or haunted/thrill) to protect the ruin or pop as backup for ruin or corrupt bc its always helpful.
But you want a special perk for every killer, right? If sloppy is too common, you can use predator or bloodhound for better tracking in phase, but those perks are not neccessary and weak.
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Which survey is that? I dont remember this question.
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Legion will maybe not loss half of his power after a basic attack.
Ghostface probably some addons, maybe a reward for stealth hits (faster power recovery).
Personally i would wish for legion to have more downing potential. Even if its just a power like main event, which fills with frenzy stabs.
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@GoodBoyKaru said:
Nothing was mentioned that this would be an exception so apply the general rule. If you were to escape through the gate it'd class it as a win. If you were to use a key to unlock the hatch and then escape again, it'd class it as a null.
You are probably right. Now im thinking about ditching the hatch to get an exit escape. I dont want to care anout mmr, but the possibility of bad teammates frightens me.
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Dont use stridor on spirit. On a survivor without iron will, the loud sounds can make it harder to pinpoint the location imo and its useless against survivor with iron will.
It was only a common perk on spirit bc it countered old iron will.
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But why would you want to do gens if you dont escape anyway? Its boring. So yh technically its easier, bc you can also do gens and before mmr you couldnt (bc you would pip), but why would you do that?
It is a problem, but it was possible before mmr to bully killer and stay on the same level.
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You know that they said the same thing months ago? I think it was the anniversary stream. So its not really new information, but there were many questions, which were already answered and they still got asked like in every Q&A stream.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2550084#Comment_2550084
Tunneling, camping, slugging is not toxic. Deal with it and stop complaining like the one who made this post.
Where did i say those things are toxic?
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2549399#Comment_2549399
This is my main problem with it.
If this system was brand new and the 1.5 version implements into the game after the first PTR than I would be pretty fine with the statment. However they worked on this for two years only to come up will "Kill and Escape based matchmaking" (KAEBMM, sounds as awful as it is to some).
They should try to imrpove the system over time now. To aim for the goals they discribed here. Because the problem is the following: Imagin I was a realy, realy good survivor and I play very altruistic. I loop the Killer all game, rush gens like I hat 3x Prove Thyself and open the gates. However Baby-Nea overdid her flashlight clicking and the Killer hooked her, just to facecamp. Now my altruistic side kicks in and I rescue her, I die and she escapes.
No even without malicious intend and while doing something that is clearly deemed good by the game (you get points for that and I even run "We are gonna live foever" now with 4 stacks of course!), I get demoted, Nea goes up.
This seems kinda weird, right?
I have no problem if the game would just straightout tell me: Be an egoistic bastard and escape by yourself.
Then this matchmaking would award a playstyl that is intended. However this is clearly not the case. The game contradicts itself with this system, rewarding and punishing the same action at the same time.
Still they could work on this. Maybe count it as an "escape" if you are alive when the gates open.
Now, do you believe they will work on this...
But thats the goal of the mmr. Even if you are an altruistic player, who sacrifices themself, you get a 50% escape rate. Bc they want to avoid that someone always dies and if you get higher mmr while dying, that would happen. They want that every playstyle feels rewarding and the reward is escaping.
Nea having a higher mmr doesnt mean that she has more skill than you.
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@Sakurra said:
Are you kidding, right? You was toxic taking protection hits. Of course he will camp you at the end. No killer likes when someone try to take protection hits. Do your own business (totems, gens) while the killer is chasing someone else. Don't stay in his way. Blood warden is fine! It's the only perk that punish survivors waiting at gate just for teabagging. No nerf accepted.
Protection hits are not toxic.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2550043#Comment_2550043
Oh I know, but wraith really wasn't "a little OP" as they said, the basekit change hurts his lunge so he doesnt get hits and falls into the break pallet simulator instead of more gameplay. (I made another post about this a few days ago, cant remember if you comment on it)
I just wish they would drop this whole kills/escape stuff even with mmr, certainly isnt SKILL BASED match making
I cant play the ptb, but does it really matter? In my experience wraiths lunge was useless in most loops anyway. You will lose more hits and wraiths basekit wasnt strong before the nerf, but are there many tiles, where something changes with the nerf? Wraith was and will be a noob stomper.
I personally think the nerf was only a placebo, so less people complain.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2550040#Comment_2550040
Well I think balance around kills is a dreadful idea so I'm not the one to ask. I'm the person that would rather 8 individual hooks and 0 kills over 1-7hooks and say 2kills.
Hooks to me usually mean more chases, mindgames, outplays, pressure etc. unlike kills which could be a face camp or even everyone leaving at endgame because they want to raise their mmr
That would have the same problem like the old system. Its easily possible that all 5 player get a "win". (Pip/MMR increase)
A survivor wouldnt care about getting hooked twice if he escapes, but the killer has a benefit from it. I go down intentionally to save a teammate on dead hook, if it means my chance for survival increases. I think in a working system one side needs to lose if the other wins. Kills/Escapes is the easiest solution for that, even if i personally think how you die should matter.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2550022#Comment_2550022
Thankyou for the picture! Much appreciated!
And sorry but rank means nothing, Escaping doesnt mean skill, sure its be better stats to see but it still doesnt give a great idea due to the way skill is determined means nothing sadly.
Yh but should it count skill if the goal is an average 50% kill rate? If im more skilled, but dont use the strongest stuff, i should get a lower mmr and weaker opponents.
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The system functions the way it should. The goal is not to match evenly skilled player together. The goal is to have 50% escape rate on average.
Edit: there is no reason to kill survivor, bc there is no reason to have higher mmr except you want higher mmr
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I wanted to say you overdid it with "since I can't figure out how to run Wraith so I claim he's overpowered and how unfun he is", but apparently enough fish did bite. So it really is high quality bait or the fish here have no high standards.
About the topic: wraith just needs a 5sec attack cooldown after uncloaking /s
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I dont remember it completely, but i was playing Bubba, bc i was new and had BBQ only on him.
4man swf and with the old ds. The really old ds. The obsession gets it always and everyone else at 35% wiggle. They had flashlights and bodyblocked for ds. I was new and lost so many downs, so i camped for the first time, but i sucked and everyone escaped.
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@Killing_Time said:
Why is it a hex tho?
Why not? Its the best hex design imo, bc you cant completely destroy it.
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@HexedBlu3M00n said:
https://forum.deadbydaylight.com/en/discussion/285895/how-would-you-balance-undetectable
See, I think it was made for stealth killers to use and hide, but seeing how it's usually used for basement camping I would make it so that if they're near (10-20 meters depending on which color UD) a hook/hooked survivor, it wouldn't work. However this might not work depending that Myers and Ghostie utilize it.
Personally i dont see a problem with stealth killer camping. The hooked person can show it, kindred and i can take a hit.
Killer, who excel at hook defending like bubba, trickster, etc. are the real camping problem.
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@DawnMad said:
New survivors struggling a lot if fine since new killers also struggle a lot to use undetectable effectively. When balancing the other groups of survivors we have to take SWF as baseline and information in Solo Queue should be increased to match them, likely by adding ways for people to communicate in solo queue. To compensate for this, stealth killers would also need buffs to either use their stealth more effectively even if the survivors are communicating, or have a secondary power as a substitute in situations stealth is useless. For example Ghostface getting a secondary power that gives him chase potential would work very well with his stalk etc.
TLDR; New players are fine. Buff Solo Queue information to match SWF, and buff the (stealth) killers to match them. I talk about this in most of my suggestions these days.
I would be fine if they struggle, bc everyone is bad at the beginning, but if they complain (and die a lot/increase kill rate), some things dont get a buff or even get a nerf.
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@slendermansmoom said:
Stealth is fine except for one scenario which happens often. the team being an swf like you said. because they just call out where they are, and it gets worse when they have a map with the beacon addon because they can follow te killer and spam it so it's as if the myers was carrying a minecraft beacon on his back and not knowing it. so maybe stealth isn't strong against swf but it is against players who are new, or players who have split up from there team. if your playing jumpscare myers against new players trust me they are going to have a heart attack a few dozen times depending on how many times you ...... well jumpscare. same deal against players who are seperated from there team, if you are alone doing a gen for instant's on that really unsafe gen upstairs of springwood by the back door and a ghostface walks around the corner and exposes you because they had that crap 99% then your going to freak out because nobody can take hit's. welp you can do that to other players now :D
one way to counter it is to bring spinechill every game making stealth counterable
if something is easily countered but punishes you for not countering it, it's balanced
"if something is easily countered but punishes you for not countering it, it's balanced"
It depends. If you can easily counter it and the other side cant counter the counter, its not balanced. Its weak and a noobstomper.
Spine chill is a good counter, bc the killer can counter it with looking away (except they need to stalk). If you couldnt counter spinechill and your power would be useless, it would be bad.
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Some will never change and even if they change, there are enough new players, who start with the us vs. them again.
In my experience you just need to post your suggestions under "feedback&suggestions" and you avoid this kind of people. I post suggestions only in "general discussion" if i want feedback from the community and then i try to ignore useless comments.
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I will miss it bc i liked the the different approach. More pallets, but you need to chain them to use them effective most of the time.
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I really like to use information perks. But sometimes i think i should just get better game sense and use more regression instead.
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@Dino7281 said:
Alternatives:
-Remove grades overall, so we are not really forced to grind it each month and can just chill & play for fun
-Make them based on your MMR, so it gives valid information and is not just player level 2.0
-Create better rewads than BP, so it is worth it. Charms / skins just something I can flex with.
You dont need to grind. I just ignore grades bc like you mentioned the reward is not worth it.
And apparently they absolutely dont want to show your mmr. So they wont do that, but i personally would like to see my mmr.
Better rewards would really be great, but i would prefer rewards for skill not grind.
So imo they should let grades stay, but you see also your own mmr and get a reward for it.
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Nurse. Like others said she completely changes the game and makes balancing a nightmare.
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I would answer that its unbelievable that someone complains about devour, but i know this forum too well.
So you think the perk that can be found and destroyed at the start, but needs three hooks and counters camping, is unhealthy?
Its a high risk/high reward perk like every totem perk should be.
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Its still better than the old system, but i get more dcs or suicides compared to the start of the mmr. It feels like a stricter emblem system with extra ranks. It takes longer to reach high mmr as red rank, but slowly even average players reach the top.
My solo que teammates are still better than the average old red rank, but sometimes there is an urban evader, who only tries to avoid the killer. Compared to the start there are less people, who go full-out with their equipment.
I dont know for sure that i have high mmr, but i got matched with two legacies, who played against otzdarva on the same day.
So with the knowledge about the mmr i think that more people reach the mmr cap and matches get more random again. Currently still better than old red rank imo.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2542847#Comment_2542847
Let's say u face camp first player. U get 2 hooks, 0 kills. To get yourself win u need to kill 2 other survivors, but this probably won't happen if u wasted whole time to face camp. If survivors mess it up and end up dying, they can't blame killer anymore. It's not his fault they did worse possible choice cause once they find out he is camping, do gens and leave.
In slugging scenario even if we take Twins, it's very hard to do 4 man slug unless survivors help you by running into u.
So even if it happens there could be added slug check. Like if everyone is in dying state, no punishment for 4 man hook and full reward.
Yh it would be hard to win. But how is that different to now? If you camp someone to dead, you still need two kills to win (if we say that 3kills are a win right now). It makes it only harder to get a draw. The thing is that even now first hook facecamping isnt a valid tactic and people still do it.
So your changes arent bad, but would it fix anything? Its still a boring match, annoying for the hooked survivor (no BP, loses mmr) and there will not be less facecampers.
What kind of facecampers would stop facecamping after this change?
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Hook suicide could be a problem, but you could easily count suicides as 3 hooks. And if all gens are done, it also shouldnt count.
It affects two scenarios. A killer, who first hook facecamps, and someone, who massively slugs. But a slugger could just "farm" the survivor after he has full control. So it only affects facecamper.
So the question is whether its effective against facecamper. There are two scenarios:
1. the team does gens and only one or two die.
2. the team messes up and loses bc they are to slow on gens.
In scenario 1 the killer doesnt win, but in scenario 2 he does. So my question is what does the system change compared to now? Right now a first hook facecamper gets only two kills (draw), not many bloodpoints and bad emblems against a team, who does gens. But there are still facecampers.
So why should there be less facecamper after this change? What is the motivation to facecamp and does your change affect it?
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2542315#Comment_2542315
It's either they make like u describe or they should rename survivor into swat.
https://forum.deadbydaylight.com/en/discussion/comment/2542368#Comment_2542368
This game needs to be balanced around 12 hook play, so killer goal would be hook survivors 12 times. 2K is nonsense. I can 2k just by face camp which is 2 hook play.
You cannot balance around hooks. Well, maybe you could, but there would be some things you need to clarify.
- If a survivor reaches the next hook stage, does it count as another hook?
- Does every hook count the same? The third hook (death) is gameplaywise more valuable as a first hook.
- Who wins if every survivor escapes, but the killer has 8 hooks?
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@Rougual said:
https://forum.deadbydaylight.com/en/discussion/comment/2542040#Comment_2542040
If you play a lot your mmr will likely creep up slowly so you can always assume anyone in iri rank is slightly better than your average player, or atleast they've gotten a few dozen warm up games this month.
There is really a high chance that you will get a better mmr bc you play a lot. It atleast feels like its easier to gain mmr, then to lose it. So an iridescent survivor is probably worse than a silver survivor with the same rating.
The problem is that you have no idea if you are in high or low mmr with grades. You get more info if you just look at the playstyle of your opponents.
I honestly dont have any idea, which mmr i have. And the grades after the match, dont help at all.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2539387#Comment_2539387
Unless he was being sarcastic, the whiny survivor main is trying to equate Wraith to Spirit. You can see Wraith, but he can see you back as well.
Spirit doesn’t see you, so you shouldn’t be able to see her either.
I dont think you should see spirit. But the argument is bad. Even if you could see spirit, she would be stronger as wraith.
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@Rougual said:
Because stomping a group of Iri 1's as an Ash 4 can tell you that you are still decent after not playing the game for 4 months.
Really? But the grade doesnt show you how good they are. So it just shows that even with a lot more playtime they are worse than you. And that is no surprise. Old red rank was full of this people.
If you do good after a break, you will always know that you are still decent, bc your mmr doesnt go down if you dont play. Your opponents dont get weaker, even if they are only silver.
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@ThiccBudhha said:
It gives me a better idea about them as players, so I like it. If you do not think they mean anything, you could just ignore them...
I have no idea why you care if other people care. It is kind of strange.
I dont understand what you want to say. You have no idea why i ask others about their opinion about a topic?
Or did you misunderstand something?
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Viable is hard to say, but my profile picture should tell you my opinion.
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I will just level her to 40 to get the perks. Its just one million bloodpoints, so there is no need to grind for me.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2539516#Comment_2539516
Nah, they said "if you stay within 32 meters of the killer."
If they meant the hooked survivor, they would have said if the killer stays within 32 meters.
Really? You use a quote, but you dont take the time to read the entire post?
They said "if they stay within 32m of the killer for their entire hook duration." THEIR hook durations means clearly that they are on the hook.
And please dont answer with "but their wording is not perfect, there would be a better way to write this", you misread, it happens, no big deal.