Veinslay
Veinslay
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Eruption? If you want to talk about perks carrying people to victories that they don't deserve, let's start with Circle of Healing and Windows of Opportunity. Free infinite fast self healing for an entire team that is very difficult for the killer to even do anything about consistently for 1/16 perks? Totally fun and fair! Information that makes sure you never run to a deadzone and always lets you know where that god pallet is when you need it at endgame that never turns off and always available for literally nothing with zero downsides? Certainly not a crutch at all!
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Dead Hard is unreasonably powerful against some killers and makes them unplayable. I used to like playing console Huntress, Trickster, and Plague even though they're a lot harder to use on console. With new Dead Hard on 3+ survivors every lobby again, I just can't anymore with the ranged killers. I'm eating an additional 45 seconds every chase. I tried switching to Deathslinger, but everyone pre runs a mile away thanks to his giant terror radius
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@EvilBarney666 said:
I am all for balance in the game. It seems to me that in giving solo players more information that it will hinder killers a bit more.
What I mean by this is, swf has an advantage with communication and coordination. We know that killers are givin no compensation for swf.
Killers are expected to deal with swf. What do you all think they could do to compensate the killer for this buff to solo and the level of coordination of swf? If anything. We need to balance the game. One side with swf has an advantage over the other.
I would like to hear opinions without attacking each side. We are all gamers, no matter what side we play we should stick together to make this game better.
Please, let's discuss some options.
See you in the fog.
I'd love to hear these killer buff suggestions. I always hear buff solo queue to SWF level then buff killers sometime in the future but no one says what killer buffs would be acceptable. People lost their mind over .2 second faster pallet breaking and weapon cooldown
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309377#Comment_3309377
I'm a 2016 player too, and I tell you that the map is actually balanced. You need a different mindset while looking at The Game. If you look at the individual chases, yeah, its a strong loop into a strong loop. But what if another survivor is forced into the same area? It's a str- oh wait, no pallets, no loop. It's a deadzone, into a deadzone.
The Game is about setting up deadzones and forcing survivors through the same area's. Each loop taking you somewhere new in the end to create a bigger deadzone. If survivors can still chain tiles by the time you have 4 hooks, you have failed to understand the way the map works
I would definitely agree with you on this if Windows of Opportunity wasn't hard meta
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@Marik1987 said:
Freddy is considered to be the worst killer in the game right now. The only thing what keeps him some kind of decent is his synergy with gen-perks. Nothing else. No fun chase Mechanic, terrible, no, horrible addons.
All he is is a weaker clown with a Teleport. At least some useless addons ("you can hear things louder" 🤣) could receive some love. If I want to hear things louder, I increase the volume. No addon needed.
I thought Trapper was considered the worst? At least Freddy can get around the map. I think Ghostface is the worst personally
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Survivors WILL get significantly more efficient now thanks to the icon update. Not only because the helpfulness of the icons themselves in indicating when it's safe to do gens, but also peer pressure of everyone knowing if you did nothing the entire match and getting toxicity for it. That will compel people to play efficient when they otherwise wouldn't. This change will cause a strong noticeable drop in kill rates IMO
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@IWantCandys said:
Yes, maybe I'll manage then to escape more than 2 out of 20 matches. :p
But as you can already see from another thread, there are already killer mains (and I deliberately say mains because I think these people only play one role) who are crying because solo will no longer be an super easy stomp.
I just said what my survivor statistics look like. If I play Killer (and I am far from very good, I am a casual player) I could win almost every match at the moment. But it bores me. So I only go for 8 hooks (and I get 8 hooks without problem) and then let everyone go.
But of course, it's apparently a disaster that solo survivors are getting a little help now, and maybe surviving in the end every now and then.
Lmao no wonder why you're winning. You're getting 8 hooks and letting everyone live so the game thinks you suck and is pairing you with bad players because it's only counting kills. That's absurd that you're dismissing legitimate concerns while deliberately manipulating the MMR system. Those of us trying to win and not manipulating MMR and not lobby shopping are not having breezy games non stop
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@HectorBrando said:
What they announced are a general idea of whats going to be on the PTB not everything on the patch, tomorrow the patch notes will be released and then we can see if Ecrutchion is nerfed this midchapter or not.
Hopefully it also includes nerfs for other giant crutch perks such as Windows of Opportunity and Circle of Healing!
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I'm also very concerned about the wiggle changes as a console player. It's already kind of difficult to fit through a door on an indoor map cause of Boil Over
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The chase indicator is going to make solo teams so much more efficient, it's going to feel like playing against SWF every match. I'm looking forward to waiting six months for a killer buff while every match is exceptionally stressful
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The knights stats must have been really poor for them to make immediate changes. It reminds me of Trickster
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@burt0r said:
Many TTV behave the most obnoxious to entertain their viewers.
Let them do that for years and the killer player will get conditioned to hate TTV in player names.
And before you tell me "but i don't play like that", neither did I tunnel, camp, slug, play star struck nurse or anything and still survivor treated me like dirt.
Either take it or leave it. Not really many other options.
This. Even if the TTV isn't playing in a blatantly toxic/bully way with their SWF, they definitely do not ever have a nice thing to say about the killer
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309803#Comment_3309803
I have more difficulty versing other killers than a Nurse, at this point nothing will please you people it's just tiring to hear the same thing over and over again even when you get what you want. Just admit you want every killer to be trapper level lol, where you can effectively 1v1 the killer.
Agreed! Survivors only want to play against killers they can loop for 5 gens. We need 30 Pig clones in this game
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So now that The Nurse won't be bottlenecking perk design, we can get some stronger killer perks right?
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309523#Comment_3309523
That's a real shame, because eruption is a serious problem right now. Maybe they could do a hotfix shortly after, but I doubt it.
It's surprising though, considering one of the community managers here talked about Nurse getting priority over other killers because she is talked about daily. Eruption is also talked about daily, so I really hope we see some changes to it soon. It's an insufferable perk at the moment.
Cool, if that's the case, hopefully we'll see some much needed gutting done to Circle of Healing and Dead Hard
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Yeah baby killers playing no mobility killers need to learn how to pressure the map instead of camping 3 Gen areas. That's so boring!
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@burt0r said:
Damn i find the irony hilarious at this point. All these complaints about seeing the same killer perks again and again.
And the only thing i have to say is:
Welcome to how killer felt during the years 3-5, dh/ds/ub/BT/.... Any combination of those plus one extra, on 4 survivors, in the majority of games.
Yep 94% DH use rate at top 5% mmr or whatever the absurd stat was prior to 6.1. No way Eruption is used that much
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@PoosyKhat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309101#Comment_3309101
The only "real" reason as to "having to tunnel" imo is when you need to complete an achievement. Except for that, I don't see why tunneling is a necessity when DBD isn't really a competitive game at all. With grades gone and MMRs staying hidden, I don't really see the reason as to "having to kill all four survivors no matter the cost" coming into play.
In all honesty, tunneling, camping and body blocking only screams "I DEMAND I WIN" more than anything on both sides...
It feels terrible losing in this game as killer. You're being judged and BMed by 4 people if you do poorly. You play nice and lose, enjoy getting teabagged at the exit gates and told gg ez baby killer or told to unalive yourself or worse. If you're gonna get have awful things said and thought about you either way, you might as well do what gives you a better chance to win
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I mean the power is so telegraphed anyways, I think it's cute that it telegraphs "GTF away from my hook!"
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No, it's not, there's multiple killers chasing you, what are you supposed to do about that besides just die and go on the hook??
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3281222#Comment_3281222
its not braindead to use in the open yes but near pallets its still dumb
Yep, I often find myself just far enough from the pallet where I have to lunge and they just dead hard or I respect it and eat a pallet. Baiting it out in this moment results in eating a pallet even if the survivor doesn't have DH. Baiting out DH constantly is the most unfun mechanic in the entire game
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Sounds like a terrible perk you'd get value one time and you'll never down anyone again with it. Bodyblocking trying to hook is much less annoying and easier to deal with than regular chase bodyblocking
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Because he's so overpowered that survivors have no way of countering him. I can't believe the devs made a killer with zero counterplay
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3281363#Comment_3281363
"Competent players", but "no skill" ? Hm. My point exactly...
Anyway. Gotta go get some sleep ! I'd say I'll see you in the fog, but I'm excessively bad at surviving and probably the goofiest killer around, so our chances of meeting are quite low =)
Being on comms, knowing to hard split gens, bringing very strong perks/items, knowing you can hold w and predrop takes very little mechanical skill and practically guarantees a victory on 95% of maps and you can also just bring an offering to take yourself to Garden of Joy, Borgo, Eyrie etc
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281363#Comment_3281363
Or Spirit, Plague, Artist, Wesker, Pyramid Head or Twins... Even in comp those killers are viable so they are probably also viable in normal matchmaking against high skilled players.
No they aren't. Comp doesn't allow you to stack perks or items. A lobby of competent players all running green medkits, BNPs/toolboxes, insta heals with multi dead hards, a CoH, a deliverance that's played perfectly, etc. and it's gg ez
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3281342#Comment_3281342
Whether or not you believe the devs stats is your prerogative.
Survivors get put against all kinds of killers as well thanks to matchmaking. I remember quite a few 5k hours killers going against me when I had no more than 100h on the game as a whole. (Granted, most of them had very good manners, as I am generally lucky with this kind of things)
So killers don't exclusively get matched against god SWFs. I do believe that highest mmr killers might see more SWFs than anything else, at least 2-man and 3-man, but I don't think it's such a common phenomenon. When you listen to everyone on the forums, pretty much all killer players that don't goof around only ever face SWFs and subtle cheaters. At some point I think there might be an exaggeration, or an unwillingness to believe a good lobby might have been at least partly solos.
I do think they should show in postgame who queued together. Maybe that way people would stop badmouthing both Solo ("poor unfortunate souls who can't expect to reach high mmr") and SWF ("meanies that are so handheld that they can 4E with no skill") as much.
("meanies that are so handheld that they can 4E with no skill")
I mean this is definitely true if it's a lobby of competent players tryharding and they aren't playing a god Nurse or Blight
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281336#Comment_3281336
Because sitting on gens for even longer is like the least fun thing about the entire game? And every time when you encounter a killer that plays in an unfun way you will be thinking it would be easier if you did not have the disadvantage of playing in a swf... And that's something that should never happen...
So if doing gens is boring and unfun and being in chases is really fun, how is the killer playing in an unfun way if they keep you in chase the entire time??
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@HugTheHag said:
According to the devs, there is little to no difference in survival rate between SWFs and solos, for the majority of players. Basically, unless you're top mmr, SWFs are not escaping significantly more than solo players.
So SWF is definitely not that urgent. I do hope they won't forget that regular players play in SWF too, without being gods at the game. If there's only 2% escape difference between Solo and casual SWF in mid mmr, then I don't expect the devs to apply the same handicaps to all SWFs equally.
I think they should balance the game by giving some info to solos and then buffing killers if necessary, not by nerfing SWF.
In theory, if SWF really was boosting, matchmaking would take care of it seamlessly by putting them in front of better killers. So in my eyes, the problem lies more with matchmaking than anything else.
That is, before anyone decides to hound me about how stats don't mean anything or how SWFs kick their asses, only my opinion. =)
Couple things here. I don't believe the devs for one second about survival rates between SWF and solo. They haven't released exact stats in 4 years, they won't show killers who was in a SWF after the game, and they're overall just extremely hush hush about the giant advantages SWF enjoys over solo.
Second of all, SWFs don't exclusively get matched against better killer players. If queues are too long, basically any killer gets shoved into lobbies against SWF even if they aren't near their MMR level. Also, killers probably play against SWF more often than solo queue because of the MMR system IMO. It's easier for killers to reach the "high MMR softcap" because it's easier to get kills than it is to escape in solo. Solos don't push high MMR because they have to rely on their teammates too. Killers that reach the high MMR softcap are probably exclusively fighting SWF
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3281222#Comment_3281222
Not even close of being stronger than before. the EEEEEEEE for distance was a thing and that had 0,00000 counterplay.
I disagree. I think getting Dead Harded now is way more punishing than before. It basically feels like an auto loss if Dead Hard procs now. I mean old Dead Hard was bad too but not that bad
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3281009#Comment_3281009
Oh you mean like from the year of 2016 to June 2022 where the game somehow survived despite survivors having massive queue times during peak playing hours?
I wish i could go back to pre crossplay times in DbD. Playing against only other console players was great. Before dedicated servers, I could force send toxic survivors back to their 15 minute queue while i snap got a lobby every time I hit ready as killer. Now I'm so nostalgic for those days :(
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Trapper is significantly more fun to play than Knight. Sure he blows ass, but catching someone in a great trap or catching two people at once in different spots is infinitely more satisfying than literally anything you can do with Knight besides maybe the double tap down
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I would love to hear how making gens take 10 seconds longer or not allowing you to stack Dead Hard on everyone or not being able to have 4 green medkits or something if you're playing in a SWF mean you can't have fun with your friends lol. It's only fun if you get to easy 4 out every game with your busted setups and Eyrie of Crows offerings?
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3281013#Comment_3281013
Meh you can always bubba camp like me... Guaranteed 4k no sweating no efforts full toxicity after the games etc. I mean trying as killer is dead. It isnt fun even if you win. And the MMR is ######### youre either playing against 2 hour survivors or p100s... I've had bnp almost all my games where i do try to play serious my power bugs out i get stuck with twins and have to DC, my chainsaw on bubba gets struck in an infinite tantrum so i can only move around and m1 normally etc.
Yeah what is with all the killer powers not even working? I played Oni yesterday for a daily and couldn't even get Blood Fury to start even though I was mashing the L1 button like mad
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I'm going to try this out now though, just playing the opposite. Matches have been ridiculously sweaty playing when the killer incentive is at +100%
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DH is even stronger now and still has the moments where it's uncounterable, but it's not as brain dead easy to use it anymore
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3281160#Comment_3281160
I think it depends on where / when you are playing. My bonus is almost exclusively on killer at all times, occasionally survivor but not often and when it is thats when it's all baby survivors and solo Q is worst.
Mine has been 100% killer from like 7 pm to 2 am every night the past week. I'm Midwest USA
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@sonata93 said:
I find it funny when I read about people getting gen rushed: where are these super efficient survivors when I play solo-queue? 🤣
On a serious note, I think gen-rushing has become worse since the 6.1 update for two reasons: survivors are even more efficient and conscious of gens due to the increased repair times; and stacked gen slow-down/regression perks became super-meta so survivors are naturally trying to counter game after game of Dead Mans Switch, Pain Res, Eruption, etc. Sure, it is frustrating and is an issue, but it's essentially two sides of the same coin.
One thing that desperately needs changing (and has needed it for a looong time) is gen tapping. I never see people talk about this much but I don't get how it's fair a killer has to commit to the animation to kick and regress gens, yet survivors counter it so damn easily by repairing for a fraction of a second (sometimes right in front of you mid-chase). I think there should be an animation for survivors to 'fix' a regressing gen and it doesn't stop regressing until the animation is complete.
Solo queue survivors don't push high MMR, so if you're a killer that's in the high MMR range (not hard to do to be fair because it's easier to get kills than escape) you're basically battling exclusively SWF where they're playing very efficiently
Also 1000% agree with you that gen tapping needs to go away like yesterday
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@AcelynnBen said:
this whole website focuses on soloQ and how hard it is, ignoring the fact that you cannot play killer without 4 regression perks, with that being said honestly just play with bots yes do feel really dumb sometimes but its better than trying out some silly build and being called trash by a SWF running the sweatiest build thinkin they are actually good
Agreed. SWF is actual baby mode. The game is so easy when you play on comms with 3 other good players all running meta perks and strong items. With maps the way they are it's honestly embarrassing if you ever lose/die in a SWF and you weren't just messing around. The game is that easy unless the killer is a god tier Blight or Nurse. SWF talking so much trash is honestly hilarious due to this fact but they have no self-awareness and think they're doing something amazing. They would be garbo at any other competitive game. They should be thankful that the devs baby them so hard with map and perk design.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3281102#Comment_3281102
If you've played for three years than you doubtlessly understand that DBD is a game of RNG.
You're just in the ######### tier of RNG matches right now. Instead of screaming with you (which I couldn't rightly do as most of my matches are...lopsided) I chose to offer advice which I wish I would've received when I was starting to get to that level.
But if you aren't looking to improve, by all means, continue screaming into the void, perhaps it will be cathartic.
There's a ceiling that you reach in this game where you cannot perform any better and the team/map you're playing against means that you cannot win of your own actions, you can only be gifted a win if the advantaged side just completely screws up horribly. You can screw up A LOT in a SWF and still win while sometimes one Dead Hard or chasing for 5 seconds too long equals a loss for killer
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@Emeal said:
Please use paragraphs when you write.
Also changes for SWF is being worked on, Peanits says so right here.
https://us.v-cdn.net/6030815/uploads/5G4TG3WX9DPY/image.png
Im personally just gonna kick back and wait for this one.
That doesn't say anything like that at all. I think that's mentioning the buff solo queue with more information changes and then killers will wait a at least a year for a miniscule buff while they constantly get dumpstered by every lobby being more efficient
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3281095#Comment_3281095
Hyperbole isn't hard to understand when someone directly posts that they were doing it.
Those are all things I do
I've played this for three years I don't need advice
I'm just complaining into the void of the forums and hoping it's not just me having these absolutely ######### tier games. If you don't want to commiserate and help explain why the games are trash then I have nothing to say to you.
I did not sweat and stress to improve just to be slapped in the face and punished for it. I could have kept playing camping bubba if that was going to be the case.
Have you considered pressuring the gens?? Lmao
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I agree that SWF needs to be handicapped, but it's never going to happen. The devs don't even acknowledge the SWF advantage and refuse to share any stats of kill rates vs. 3 or 4 man SWF. If you suggest handicapping SWF, the three basic responses you will get are:
"The tough teams are so rare it doesn't even matter!" (lie). EDIT: added bonus is god Nurses are equally rare but she needs to be nerfed into unplayable status though because it's different somehow
"You can't punish people for playing with their friends!" (you can certainly punish the player that wanted to have fun playing Ghostface or Pallet Freddy though. Trying to make the game more fair for all parties isn't punishment)
"SWF doesn't give any advantages! Killers only lose to them because they're bad! Solo queue can be just as good!" (lie)
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3281054#Comment_3281054
Whenever I discuss mmr/sbmm with people they always mention tweaking it instead of just dropping it all together.
Let me tell you how to make a game popular with a consistent high population: Get rid of sbmm/mmr.
Make two types of playlists, one ranked, one social. In ranked, there is sbmm/mmr, meaning, you only play people of your own rank. This is for competitive players who want to compete, get high ranks, etc. Put rewards for achieving high ranks, for playing ranked daily (i.e. shards, blood points, etc) to incentivize the playlist.
The other should be social with NO mmr/sbmm, it's completely random, you can play casually in this playlist. This is how halo 3 worked, millions+ population, consistent, etc. If a player is getting wrecked in social, then they can play ranked and play people of their own skill level.
That's how you fix this trash matchmaking sbmm issue.
I agree with you that it would be best if they got rid of it, but BHVR seems dead set on keeping it despite the fact that it seems the majority of the community hates it. I think suggesting tweaks that they might implement is the best hope that we have of making it better.
It blows my mind that this is where we're at with SBMM because it was originally pitched as an idea that was going to make the game better for killers. You'd finally be able to try out a new killer without having to play against extremely skilled survivors! My Knight example proved that is blatantly false. All we got is locked into our killer we selected and extremely tough games every lobby. I can't even switch to Plague when I see 4 Medkits anymore.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3281044#Comment_3281044
You still shouldn't be losing that much in such little time
Even if you did nothing, I'd still be impressed if they popped 3 gens in a minute considering gens take 90 seconds solo.
It's not that ridiculous. Hyperfocus/Stakeout is firmly in the meta. With a Commodious, BNP and Hyperfocus, you can solo a generator at 50 seconds very easily without any Stakeout tokens at all. Slap in Streetwise and you can gen rush the entire match. Those items aren't rare at all given how cheap everything is in the bloodwebs. Full lobbies of Green/Purple Medkits with instaheals, strong toolboxes + BNP, etc. aren't exactly rare
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@daniel_owenz said:
I play killer and survivor and it just depends on the killer I use.
I seem to match only teams because of MMR, MMR/SBMM is your problem, unfortunately this garbage system is in every single multiplayer game. Basically, the better you are as killer the more skilled group of survivors you will play to the point where you may only be playing against teams.
The problem with MMR/SBMM is that it doesn't take into account when you haven't played in a while and just return to the game, or when you're playing different killers and learning them (to my understanding), and it will match you up more against sweaty teams instead of solo q'ers.
Who wants to play teams every single game? What sbmm/mmr basically does is it makes every single game you play super sweaty, you can't just sit back, relax, and enjoy a game casually with multiplayer games anymore. You can cheat the system by creating a new xbox live account (a smurf) or by, as someone else said, purposefully losing games, which we call d-ranking back in the halo 3 days, where you purposefully lose games.
It's pretty garbage on the survivor side too, they put afk's, griefers, new players on your team if you solo q making the experience absolutely awful. What sbmm (skill based matchmaking) does, is it makes the best players quit the game, then the next best players quit, the top 1% quit first, then the next 3%, then the next 5%, then the next 10%, etc; it's no surprise these kinds of games die out quick (see halo infinite). The good thing with killer is you won't have moron teammates put on your team to balance out the "mmr."
Personally, I can't enjoy this game as killer unless I'm hag, because I can just strategically place traps anywhere on the map. Doesn't matter how good you are you, it would be very hard for a survivor to strategize against me in that regard, I've never lost with hag. Maybe try nurse or hag, I think nurse would also make mmr/sbmm defunct with its ability, otherwise you'll be breaking pallets all game long instead of, you know, killing people, hooking them, etc.
There are a lot of things that they could do to tweak the MMR system to make it just a little bit better that would help out a lot of killer players. For example,
Console killers should artificially have their MMR lowered due to the fact they're on console in crossplay mode. I cannot hug loops as tight, I can't use the stronger killers as effectively, and I get spun more often due to autoaim/controller deadzones and framerate stuttering. Having my MMR measured the same as a PC killer with no differentiation is just wrong in my opinion.
Actually have a significantly lower MMR for killers you aren't as good at. I played Knight for the very first time in a public lobby and I got put in a lobby with a P70 and a P100 survivor. That tells me right from the jump that there is no lower MMR for killers you've never played or aren't good at.
The basic M1 killers need to have their MMR artificially lowered due to compensate for poor map design that makes them extremely difficult to win with at high MMR.
Make some changes to how MMR is recorded for solo survivors so that skilled players can't have an artifically lowered MMR because they don't escape. It's very hard for solos to push high MMR so any killer that quickly gets to high MMR is playing against nothing but SWF.
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I feel you OP. I feel exactly the same way. I keep playing due to a combination of sunk cost fallacy and addiction. It's also still satisfying to get nice downs and hits with killer powers like Pinhead's chain, Pyramid Head's judgement, Huntress' hatchet, and Trickster's knives. I don't get any enjoyment out of playing solo queue because I think survivor is just boring, so I play the added challenge of killer because it's more satisfying when you perform well. It's becoming tougher and tougher to deal with how unbalanced the game is when the survivors are as toxic as they are. I play a game and don't camp or tunnel and get 4-outed because the map is terrible for my killer (I.E. Wesker on RPD) and it's endless teabags at the exit gate. I don't camp or tunnel until I facecamp the one survivor I have hooked when the gates are open and the gens are done? I'm a "fuck1ng loser" that has to get kills somehow because I'm so terrible I can't win against a 3 or 4-man SWF running all meta perks and strong items.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3280993#Comment_3280993
They lowered slowdown perks because they increased Gen times but never touched repair speed perks and now adding more makes it worse than before. If a Killer doesn't Stack full slowdowns or tunnel/camp they will lose because of map size and layout sadly.
A Killer who plays fair by spreading hooks not camping or tunneling or massive slowdowns will lose quickly.
I agree. I can't believe that they consciously raised gen repair times to try to balance the game and then introduced Hyperfocus that allows you to solo a generator at 50 seconds extremely easily and do sub 50 seconds with some skill at hitting great skill checks. They must not have even considered the toolbox and Stakeout synergy.
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I feel your pain OP. I played a game yesterday as Knight against a 3-man SWF with a TTV. They were a very good team, running the meta perks and strong items, that was difficult to play against. I think I got five or six hooks. I was able to get one kill after the gates were open. I pushed out one player, picked up a player I had downed, and then utilized the guards to help secure the kill. I went to the stream to say gg wp when I was greeted with one of the players calling me a "fuck1ng loser" for camping in the endgame and another one saying "bad players need to get kills somehow!" All of the unbalanced things in this game wouldn't be so bad if it weren't for toxic survivors being such arrogant, terrible people to their opponents.