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WaveyTrey

WaveyTrey

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WaveyTrey
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  • The only “balance” Clown needed was that BOTH Flasks create a white cloud for 1-2 seconds before the color changes. Then adjust the spread/lingering of his gases via add ons.

    If both tonics operated in a similar way the survivors must guess which tonic he/she thinks the Clown placed somewhere.

    This simple change, especially with old VHS that changed the colors of the tonics, would make Clown a better killer.

    Until they do that Clown will always be a mediocre killer.



  • A Bloodborne collab would be better.

    An Old Hunter (Deathslinger) skin using a trick guns at players.

    Father Gascoigne. A bloodlust hunter with his trick weapon and his shotgun.

    Special Attack: Hunter’s Blunderbuss

    Firing the Blunderbuss causes Father to remain still during the animation. When a survivor gets hit it doesn’t do damage, but applies “bloodmark” icon on them. The blunderbuss muffles the survivor sound, applies movement speed penalty for 15 seconds.


    Special Ability: Beast Mode

    Whenever Father hits a player his bloodlust gets stronger. Once the meter fills he can activate his ability. Transforming him into a beast for the remainder of the trial.

    His TR doubles. His chase music changes. His movement speed is increased. Recovery between attack cooldowns is increased.

    special attack gets replaced by Bestial Lunge. Allowing him to leap into the air, and land onto survivors. Taking a full health state.

  • This is why tunneling is a thing. The killer’s version of gen rush.

    That’s what survivors don’t get. They only think such a way about tunneling because they don’t play killer consistently enough. If they played both sides long enough they’d see why killers do it. The same reason killers should understand why survivors gen rush if given the chance.

    The weaker killers must rely heavily on what is considered unsportsmanlike to win. As that feeds into the role of that specific killer’s persona too. Like if you decide to main Clown... Keep in mind that his power applies zero pressure onto the more skilled and competent survivors. If you don’t intend to bully and play unfairly don’t use killers like him.

  • When you swing and the auto aim deliberately makes you miss. Even when you were patient, and got up on the survivors back. I would throw a raging fit. I remember it being so bad I opted a perk slot for that Relentless cooldown perk. It only happens now when the survivors ping is

    .

  • It’s forced me run Thrill, Ruin, FTD, and Lethal.

    Ruin to constantly regress actual gens for you. You can’t let them complete the one they have to work on.

    FTD might make them scream off of totems, and reveals as you apply pressure.

    Thrill makes it take all day to cleanse. So they become reluctant. Especially if they scream off of it.

    Lethal for a head start on chase. FTD reveals for 4 seconds instead of 2. Keep an eye on them all.

  • With Knight my Hex setup is Thrill, Ruin, Face the Darkness, and Insidious/Sloppy/Lethal.

    Depending in the totem spawns it’s ugly.

    Sometimes I run the Iri add on that makes the summons stand around after a command. If I can recall you could give the command to hit a generator if survivors are working on it with ruin. Since it isn’t regressing if they’re actively on it. To punish greedy, dedicated survivors.

  • @SpitefulHateful said:

    Because BHVR went creatively bankrupt and are clutching at straws that are popular licenses. It doesn't matter if Kaneki doesn't make sense as a Killer or that adding an anime character from an action genre into a gory horror game disrupts the tone. It doesn't matter that licensed chapters are unreliable because licensed Killers and Survivors can get removed from the store when the license is called off. All BHVR knows is that Kaneki is popular and people will pay money to play as him.

    I’m beginning to see that now. Plus when they’re out of ideas they make the killer a dash or “pounce” killer. They’re not even creative with it like blight anymore. After Wesker and Chucky we shouldn’t see anymore of these copy pasted styles, but when in doubt. Dash it out!

    Even Wesker’s dash should have been more akin to RE:5 where he kinda distorts in and out of your view. Instead it’s just a straightforward pounce.

    If MvC3 could implement that in Wesker’s character then these devs could too.

  • Yes. That would be his trick. If he’s already in Bloodlust he gets another tier for 5 seconds. Making him lethal at loops for others if you’re taking advantage of disarming his traps in the middle of a chase. Now that survivors can see when survivors are in a chase this won’t be unfair for the survivors.

    Remember, during a chase Trapper is M1. He can’t catch you unless he tails you to where his traps are, and that is obvious. Usually when he dedicates too hard a trap is nearby. If he arms his traps at a loop mid chase you simply run away.

    Hag is different because she teleports across the map with her traps. She can also combine her power with perks like Devour Hope, and Make Your Choice.

    Trapper’s power doesn’t even combine with any perks unless it’s totems, and that’s RNG. Trapper is just hoping someone gets caught. You can go a whole trial without that happening. Then another with it happening nonstop.

  • @Emeal said:

    The person disarming the trap is already wasting time not being on a generator, that is slowdown. That is already best use case.

    Any buff to the Trapper ought to start with creating targeting nodes at loops to fix bad trap placements or make traps easier to not misplace in my opinion. That would lower his skill ceiling a tiny bit too.

    In theory yes, but reality no. Everyone knows this. Trapper is by far the worst killer in the game.

    With Discord players will always disable Trapper’s power once someone else spots the trap, or is in a chase. Trapper wastes more time going around the map to pick up, and arm traps.

    Survivors only take all day to disarm his traps when you stack the add ons that increase disarm speeds. That’s usually the ones I use with Oppression, and some Hex like Ruin. Then pray the totem is requires the disarm.

    Getting Bloodlust would mitigate this issue for him altogether. Making him dangerous to deliberately coordinate against. It’s best to disarm his traps when you clearly see him not chasing anyone, or arming traps elsewhere.

  • Trapper: Pest Control

    Wraith: Car Towing

    Hillbilly: Home Building

    Nurse: Personal Caretaking

    Huntress: Carpentry

    Myers: Janitorial/Plumbing

    Hag: Homemade Novelty Shop

    Doctor: Shock Therapist

    Bubba: Texas Chili Company

    Freddy: Counselor (He can enter your subconscious).

    Pig: Detective Agency

    Clown: Hired Performance Actor

    Spirit: Delivery Service

    Legion: Rave/Dubstep Artists

    Plague: Miracle Worker (Her water cures sickness).

    Ghostface: FBI/Intelligence Gathering

    Demogorgon: Trash/Waste Disposal

    Oni: Personal Body Guard

    Deathslinger: Bartending

    Pyramid Head: Prison Warden

    Blight: Drug Dealer

    Twins: Nanny

    Trickster: Acting/Performance

    Nemesis: Military Secret Weapon

    Cenobite: Kink Shop

    Artist: Poetry/Art Classes

    Onryo: DVD/BLUE RAY Movie Store Owner

    Dredge: Hired Boogeyman

    Wesker: Pharmaceutical Company

    Knight: Country Fair/Halloween Festival

    Skull Merchant: Drone Company

    Singularity: Security Company

    Xenomorph: Private Property “Guard Dog”

    Good Guy: Hired Assassin

    Unknown: Hired Assassin

    Lich: Dungeons & Dragons Hosting / Crystal Shop

    Dracula: Blood Bank

  • Human Greed, Hoarder, and Lethal still works incredibly well with Onyro.

    With Onyro I always find players this way. Especially when the curse kicks in. If a chest is near the TV they’re running towards I can catch them just before they enter the tape.

  • Distortion counters Predator though. You get tokens from running the killer.

  • Freddy rework I want to see…

    Everyone starts in the dream as basekit. When Freddy hits a player they wake up.

    While being chased by Freddy the sleep timer is slowed. While doing objectives the sleep timer is hastened.

    If a survivor fails a skill check while asleep the penalty is increased by 5%

  • Firecrackers should be reworked since flash grenades exist…

    Instead of blinding the killer sparks shoot out for a time. The animation covers the visuals in the radius. The audio is dampened in proximity to the radius

    Then add a perk that allows one to collect temporary firecrackers by rummaging. Increases the maximum number of the same Firecracker by 1.

  • When I play killer now I hook under certain circumstances.

    Killer wastes so much valuable time carrying a survivor to a hook.

    Killer also gives a survivor some power that they’ll exploit from being hooked.

  • MMR working as intended the devs said. Hahaha.

    MMR has ruined DBD. Idc what anyone says about it. My experience worsened when MMR came.

    All MMR really does is pair us with people we shouldn’t be with. So players cannot truly learn how to become proficient as quickly as they should. If not at all.

  • My experience in DbD was far better prior to MMR.

    As survivor I end up with incompetent players because all the better ones are pairing up even more to increase their odds of escape. Since escape boosts MMR.

    As killer it’s either 4 lemmings, or 4 navy seals. So the trial ends super fast either way. I learn little to nothing these days. That’s why I stopped learning new killers.

    The best killers out there may agree that SWFs are a hit or miss. It’s because average SWFs abuse comms and perks (exploit) to reach higher brackets against average killers, but that can only take you so far.

    That’s why we see big streamers stomping so many groups. Those players they face boosted themselves to the top via exploits, but are no match for a big fish even with their boosts.

    MMR makes us obsess, and sweat over something we cannot see.

    MMR doesn’t allow people to learn. Especially new survivors, or whenever you want to learn a new killer. You sink and sink and sink.

    Essentially all MMR really does is force us to get paired up with and against players we shouldn’t be with... The exact opposite of its original intention.

    Why can’t everyone realize this?

    We all need to demand that the devs change MMR in some way...
    1.) Let us see our MMR once upon every reset.
    2.) Rework how we rank up. Pipping should still count.
    3.) Remove MMR altogether.



  • DBD is based off a horror film scenario.

    Tunneling happens because the killer discovers who they can eliminate relatively quickly. That’s exactly what the monster does. The weak links should die first. Now the killer has time to chase survivors that would waste their time. If all survivors run, and defend each other well enough… Tunneling/Camping won’t work.

    The Devs actually just gave anti tunnel perks. It’s Champion of Light, and Chemical Bomb.

    When you successfully slow the killer you’re guaranteed a Head On if you equip that. So you waste even more of the killer’s time.

  • @SoGo said:

    Hag doesn't really need it.

    But for Trapper, I like the idea. Maybe something to put a Trap on a gen?

    Despite her mobility she has no options other than to sit at a 3 gen, and perimeter camp them. Along with any hooks she might get. 

    She was originally designed to use totems, but she can’t even defend them if they’re too far from the gens. 

    Trap based killers should have different kinds of traps available as basekit. They shouldn’t need an add on to change them altogether.

    I made the same argument for Freddy. He should have an even mix of snares and pallets. The add ons reworked to give him an odd number of whichever traps the player prefers over the other. Instead of Freddy being forced to choose between the two. That’s just silly.

  • @Devil_hit11 said:

    what is the point of hag having solid traps if instant teleport traps are better in every way? the block traps looked like a beta version of hag where they were trying to nerf hag for being too strong.

    As long as a survivor is healthy a Hag can’t follow up after landing an attack. Unless they’re too deep in her trapped area.

    You teleport to get a hit. Survivor with game sense run to other side where gens are done, and it’s safe. Reset. This keeps happening until someone inevitably folds.

    Hag can’t do anything against this other than playing in all the ways that makes the trial unpleasant for all. I played her recently, and was like wow. I can’t ever enjoy this. That’s part of why no one plays Hag. Her power is interactive, but it isn’t engaging. Hag can’t follow up after her power works.

    At least Trapper has base speed so he can pursue trapped players even if they get freed. Trapper also has many add ons that change how his traps work when he does catch someone.

    If not this perhaps buff her so when she lands a teleport attack she gains stackable haste for X amount of time.

  • @100PercentBPMain said:

    And what exactly is fun to you?

    When killer mains let survivors mains have their way.

    They complained about totems. Got nerfed.

    They complained about gen regression. Got nerfed.

    What they’re complaining about consumes two perk slots to achieve. Distortion, a single perk, counters all aura reading. That’s why as killer I use Bloodhound because whenever I use aura reading the survivors run Distortion.

  • @Blueberry said:

    Trapper needs more consistency and time efficiency. Start him with all his traps and increase the hit box detection on them since many times they can squeeze around them when it should be blocking a path. There also needs to be some punishment for getting caught in a trap while injured if you free yourself. Honestly rescuing yourself if you get trapped while already injured should down you. The traps self rearming at a slow rate should also be a thing to improve his efficiency.

    Now in exchange for all this I think they should add a minimum distance between each trap to prevent the piling of them all on top of the basement or hook type play so that he is forced to spread them out a little more.

    His traps should punish more tbh.

    I also propose survivors become afflicted with incapacitated and hindered for X seconds when they free themselves.

    If anyone’s leg got caught in a trap you wouldn’t be able to do anything right away. Survivors running at top speed doesn’t seem right either.

  • DS should activate based on how long you were chased after being hooked, and while injured.

    So when you get unhooked DS activates. Turning red. Once a killer starts chasing you for X time the meter fills. Once DS is filled, and no is longer red, you can stab the killer if they pick you up. However, this is only if you get downed while it’s filled.

    Then buff it for every time you’re hooked, and left injured.

    DS meter resets if the chase ends, and you weren’t downed before it was filled. DS deactivates whenever you become healthy by any means. DS deactivates when the EG are powered.

    Killers will notice that survivors staying injured is either because of Resilience and DS. So killers won’t chase them for too long. They get punished. They’ll have to think of a way to catch the injured survivors in a shorter amount of time before the DS meter fills.

  • I went Mini Mori EG, and never looked back. Its satisfying to mori the toxic players

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412578/as-killer-with-low-mmr-why-do-i-keep-getting-this-ridiculous-swf-teams-and-bully-squads

    Damn, this is so true. I have been running into so many bully SWF's when playing killer, it's borderline ridiculous.
    Truth be told, it was never this bad with the old matchmaking system.

    Granted, I have played a lot of killer throughout the years, and I can with certainty say that the problem got exponentially worse after the SBMM update. Also on the survivor side, whenever I queue for a solo game, I often end up getting quitters or lesser skilled players, as if the game expects me to hard-carry the match by myself, which is not possible (unless you are some god-tier survivor player like Ayrun or Hens, who can run the killer for 5 gens). I often end up against a killer who is a god-tier one-trick, who knows every little quirk inside out. - That is my matchmaking experience with SBMM. It was never this bad with the old ranks.

    Even if you run the killer for 5 gens worth of time. The other survivors were diddling theirs, and making popcorn.

    MMR made this game absolute misery.

  • What’s the point of making UW linked to the locker position when Darkness Revealed shows the auras of people near all the lockers?

    UW should’ve been reworked altogether... To make it like a booby trap.

    When the killer opens a locker it turns yellow for them. When survivors walk past that locker it slams open, causing the survivor to scream. A burst of black fog comes out. Blinding that survivor, and applying a significant Hindered penalty for 60 seconds. Once UW is performed it goes on cooldown for 60 seconds. The killer can only trap one locker at a time this way.

    If survivors look carefully enough at a locker they can see The Entity’s black fog leaking out of the ventilation. (Like how killers can see Blast Mine).

    Essentially a killer’s version of Head On. The name “Ultimate Weapon” would finally be fitting.

    The perks that the devs keep introducing are very lackluster. The ones that are good, or decent? Get nerfed/reworked into oblivion.

  • @arcaneGospel said:

    I think WoO is only that good if you've got no gamesense, yeah. I've got good enough gamesense to not need it—I occasionally find myself in a deadzone and think "man WOO coulda helped here" but only rarely. Now, that is still pretty good, giving someone a floor for how well they an do in chase isn't insignificant, but it isn't gonna give you better potential.

    I think Ultimate Weapon has the same issue. I usually already know when someone's nearby, what does them screaming do for me? Most survivors hide so badly that screaming might make them stealthier.

    WoO is best for Solo Q. Typically when someone else uses the resources during their chase.

    Like “Nah, the pallets are gone, not going there!” or “Someone used the pallet, but there’s two jungle gyms connecting. I can run him/her here!”

    You can also use AMN. To see where pallets got dropped/destroyed. Then reset the pallets if the killer doesn’t break them.

    Surprisingly enough Zanshin does the same for Artist. Knowing where the resources are lets her set up her powers in advance.

  • Wesker should be reworked altogether.

    The way those parasites work in RE is that they invade your brain. Rework Wesker infects you with his parasites once he grabs you. You now have a time limit. Like Wesker says. Seven minutes is all he has.

    Being healthy slows the infection rate. Being injured, or mending accelerates infection. Being hooked pauses infection until unhooked. Being downed slows infection considerably. Using First Aid will heal you one health state, and will pause the infection for a short time.

    Inevitably if you get grabbed by Wesker too many times, or you took too long to escape… Uroboros reaches your brain. The survivor dies a horrible cinematic death, and their corpse becomes a minion.

    The roaming minion won’t harm survivors, but they are highly infectious. They infect survivors with the parasites exponentially.

  • Pop Rework:

    Each time you hook someone for the first time gain a token up to 4. Each token adds an additional -10% to gen regression. If a survivor dies, or is sacrificed a token is lost.

    So at maximum Pop can potentially cause -40% regression, but only when 4 survivors are still alive.

    For killer Pop will reward them for dedicating their time to chasing everyone successfully. It also puts the killer at ease when 4 survivors are alive just because the killer wanted to be a good sport.

    For survivor Pop will start off weak. If the killer decides to tunnel the same survivors out Pop will stay weak. It also won’t ever reach its maximum potential after a killer camped someone to death, and then start chasing others.

    Gen Regression is fine imo. It’s when you stack them on high mobility killers like Spirit. Where if you’re good with that killer you simply hold the game hostage.

  • DS should work like Skull Merchant’s Game Afoot.

    When the survivor gets chased for the most amount of time they become the new obsession at the start of a chase. DS activates.

    As long as you are the obsession you gain access to DS; However, successfully landing DS puts it on cooldown for 60 seconds.

    The killer gets stunned for 3/4/5 seconds.

    DS deactivates if the obsession is changed by any means.

  • When using my new Mini Mori Obsession build the stress ended.

    Based on how everyone plays I may decide who I want to Mori. People think Rancor is a waste of a slot. It’s not. It gives info that can’t be negated. It’s satisfying to Mori the bully, toxic, or sweaty player at the end. You can feel their anger through the screen. It’s satisfying.

    It’s really your mentality on how you play as killer. When you use meta, and lose anyway. That’s upsetting. If you’re playing casually, or EG build. You stop getting mad. You become satisfied that your plan worked.

  • I proposed buffs before!

    Spies from the Shadows: Whenever a survivor disturbs a crow it causes a crow to fly around their head as if they stood still for too long. It’ll stack until 3 crows are on their head. Making loud noise notifications. Going inside lockers can lower the 🐦‍⬛ level to 1. Where a crow will appear on the locker.

    This is Not Happening: Great Skill Checks apply 100% Bonus Blood Points.

    Small Game: Totems make the “Ding” sound. If killers placed a trap you receive the premonition sound notification. (That way you can tell the difference of what was detected).

    Hex: Two can Play: Once activated survivors will become blinded for 2 seconds when they drop a pallet, or perform a rushed action. While blessing/cleansing a totem the survivor becomes blinded until they stop, or when they’re finished.

    Hex: Undying: Revert it. Undying was totally fine. (There’s perks that counter it. Counterforce will shut that perk down. As you cleanse you get faster at cleansing).

    Counterforce: Allows you to bless totems 20% faster, and adds an additional 20% to blessing for each totem cleansed.

  • @xltechno said:

    Freddy can warp to gen unlike Crown. He already has two abilities at the same time.

    Blood pallets and Blood Snares are the same power though. He literally needs some terrible add on to switch between his basic power. Which should be basekit. That would make Freddy unique, and not as stale as he is now.

  • @SpaghettiVase said:

    Is it just a head piece for Knight? Something I really dislike is single piece cosmetics for killers because they never really go well with anything else.

    I use Knight. His new helmet matches perfectly with what I got him wearing!

  • Imo Trapper is only usable with his add on that harms players that disarm his traps.

    Disarming Trapper’s traps trigger a skill check when the bar fills.

    If a survivor gets a great skill check there is no notification to Trapper, and they get double BP. If the survivor fails they disarm the trap, but will lose a health state. If they’re injured they suffer from Deep Wound. The survivor will scream, and give away their position when they fail.

    Change his Iri add on to losing a full health state if you fail while you’re injured instead of getting Deep Wound.

    This update would work in conjunction with Trapper’s perk. So it makes sense. Huntress Lullaby would become really strong for him. Making it difficult to disarm his traps without some consequence.

  • One day I got a map offering to Hawkings. The SWF had a Boon Specialist. Making me waste time to go upstairs to snuff it out. No tracking with Shadow Step. They always fell under the pallets, ready to be saved. They had Exponential so they will inevitably stand. I chase one person 1-2 would be in the many lockers ready with Head On.

    After the 4th attempt at Head On I stared at them, and left the match. Hahaha

    SWFs always make plays that wouldn’t happen with 4 randoms. It’s never that precise/consistent. Like the moment you chase someone a boon goes off to hide their tracks for them, etc.

  • @RhysVMT said:

    The most laughable series of changes I saw in recent months was the inevitable nerf to MFT as it punished the killer for doing his job. Okay, fair enough, the perk is now niche and balanced (as much as I hate it as a Legion player). Then, 2 chapters later we get Chucky, and a funny little perk called Batteries Included. This perk allows the killed to move 5% faster around a completed generator, thereby punishing the survivors for doing their jobs. But this is okay, as its on the baby hand-held killer role. The double standards in balancing and the sheer nonsensical killer buffs to killers that DO NOT need buffs (Blight, Huntress, Nurse's lunge addon) in the last 12 months have been comedy. They're sleepwalking into the game being in its worst state for survivors and they're absolutely okay with it. Every time a survivor perk becomes meta or on the strong side it appears on their "watch list". Self Care, CoH, MFT, DS, now Adrenaline is on the watch list. Windows is probably next. The games balancing is a complete joke and the sooner people start voting by not playing the better

    Batteries is a counter to the survivors basic method of taking killers to completed areas where all the pallets are available. To guarantee that a killer wastes their time.

    Batteries will make it so those areas aren’t totally safe. So survivors actually have to use our brain by being attentive of that, and playing around that.

    Batteries is nothing like old MFT. Which made us faster as long as you’re injured. For The People + Buckle Up + MFT.

    I would run MFT + Dark Theory with map offerings like Midwich, and Meat Plant. The synergy MFT had was insane, man.

  • New Mini Mori Build

    Game Afoot, Remember Me, No Way Out, Rancor.

    Hit the player. Change obsession. Drop chase. Over time the obsession changes constantly allowing you to take advantage of Game Afoot’s haste from breaking stuff mid chase.

    In the end you can Mori multiple players. So far I managed to Mori 3 different players, and hook the last because they were already downed.

  • @OrangeBear said:

    Major problem of removing generators is that survivors who are not being chased by the killer have nothing to do.

    Generators are not removed. Working on a generator accelerates the survival phase for survivors. So they don’t have to remain trapped with a killer for 15 whole minutes. Survivors won’t “Hide” for 15 minutes straight if killers are running aura read, and position indicators. Like Lethal, Ultimate Weapon, and Whispers. They’ll all die. Fast.

    Working on the gens is absolutely a must to increase chances of survival. It’s that when people begin to die right away… The remainders have the option to hide, or run the killer once they’re found. They can do this until the time is up. If someone ran the killer for 5+ minutes you don’t think they deserved to escape?

    That’s why survivors quit within the first minute of being hooked. They’ve already decided there’s no hope of escaping. So they quit. Now everyone dies. I experience this in a good portion of my games. That’s why I stopped playing Solo.

    At most this would make Solo Q experience a much better experience. This isn’t tedious because perks like Whispers literally tell the killer that survivors are in the proximity. It becomes more useful as survivors are eliminated. Instead players just being locked in a match all day until you’re caught. All because a bunny Feng decided to quit because she got caught too early.

  • @Caiman said:

    I do not want to play matches where all four survivors hide in the corners of the map not doing anything because they think waiting out a timer is better than doing an objective.

    Not really possible. Killers have aura reading and perks that allows the survivors to be found. Ultimate Weapon prevents hiding altogether. The reason killers don’t use said perks because they prioritize generator progress over finding the survivors to eliminate. If finding them was more important there would be less pressure on gens, and less gen regression perks being used.

    The objective becomes what it should be. Surviving. I don’t even play Solo anymore because there’s no use doing the objective when everyone gets caught in under 5 minutes. In those situations a person should be able to avoid the killer until the timer ends. As opposed to the killer searching indefinitely because one player is really good at hiding.

    Depending on what you wear you can hide from killers exceptionally well until a player basically bleeds out. Then you find the hatch.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640390#Comment_3640390

    Or... hear me out

    Matchmaking is and always has been dog. No streamer is going to spend hours of their time afking off stream just to lower a number they cant see. Most of my games are 3-4ks even when I do play with the most random builds, and upon looking at peoples profiles a lot of them don't even reach 1k hours, while I myself have over 6k.

    The strategy you mentioned is nothing new and is a perfect ideal scenario which only really works against inexperienced groups since, again, its a perfect scenario.

    2 gens remaining and all 4 of them being alive is what happens a large majority of the time. Just because they're all alive doesn't mean you haven't depleted their resources and have gotten hooks in between. If you haven't done either, then you kind of deserve to lose at that point since a bunch of mistakes have brought you to that point.

    Not always. Most times all I did was chase everyone fairly. The Survivor Handbook. Instead of just eliminating all the bad runners first. Those bad runners slammed the gens, and everyone left.

    This happens unless you pick killers that can defend their objectives remotely as they chase someone… Like Skull, or Knight. The survivors that aren’t being chased will always do the objective.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640390#Comment_3640390

    Perhaps, i plan on recording some of my matches and posting them here as part of the experiment i'm doing. And see if people really understand that the survivors we are playing against are not the same.

    Yes. We should begin comparing our experiences playing DBD. As opposed to just focusing on hours and the supposed MMR. Since it all varies after a certain amount of time playing any game.

    After I repeatedly saw “PAID ACTORS” in the chat boxes of big streamers I began to wonder if it was true. Somewhere along the line I now believe that it is true. Not every single time as that would be too obvious.

    There’s no way a low/mid tier killer will defeat everyone consistently with no slowdowns after like 5K hours. While chasing anyone for more than 30 seconds? They absolutely will not 4k. Gens should’ve been slammed unless the players deliberately lose on purpose. They’re doing challenges in the tombs, or they’re messing around.

  • It’s a lot to read, but here is my take…

    You’re beginning to catch on to something... The only reason those streamer killers win so much without using slowdowns and tunnel/proxy camp is because…

    A.) They lower their MMR when they aren’t streaming. So they match with players less experienced…

    B.) They have the ability to matchmake with who they want somehow. They’ll add a few random matchmake. Then if someone truly competitive enters they dodge the lobbies. As they’ll get demolished on live. You’ll see in their lobbies the players will say “I was X survivor”.

    Remember, they’re sponsoring/advertising the game. So you think that the steamers wouldn’t get any perks, or privileges from doing that?

    I began to think this only because I’ve watched them play. Yes. I’m not a top tier player. With just over 2k hours. The truth being I learned A LOT just from watching the “best” players like Tru3 and Tofu; However, as I began to watch them CLOSELY…

    The way that survivors play against them was never my experience after 2k hours. Against these streamer killers the survivors often make the dumbest plays. They don’t spin, or do anything to make the attacks miss. Survivors run in straight lines, not from pallet to pallet. They don’t abuse second chance perks. They fail the flashlight even when it was easy.

    I’ve also seen all these big streamers chase a single survivor for over a minute many times. Whenever they did not a single generator would pop. They also take their sweet time to pickup, and hook. All while explaining something to the viewers.

    If their hours and their MMR is as high as they claim… Situations like that shouldn’t happen so often... Everything the players do should be executed perfectly. A single mess up would cost the match. After 2k if I fail to execute, or did something haphazardly at least 3 survivors will escape.

    Every time I chase a single survivor the rest will immediately double up on heals or gens. I repeat, only after 2k hours. The survivors are often well coordinated, and prepared. With or without comms. So I can only imagine 4k, 6k, 8k, 10k hours!!

    I realized the best strategy is finding who is the weakest runner, and eliminating that player immediately before 3 generators are done. Even if it means tunneling them out. Once the players are reduced to 3 I don’t have to do anything “dirty” anymore.

    Why? If 2 gens remain and there are 4 survivors alive I lose. Almost 100% of the time.

    So I ask you all to watch them CLOSELY. There’s a reason viewers scream “PAID ACTORS!!”. It’s because sometimes it’s true!

  • You beat tunneling by learning how to outsmart the killer. If you hate tunneling, and gen rushing simply play another game.

    You cannot “fix” how long a killer decides to chase a survivor. In the same sense killers can’t dictate what all the survivors should do. If they want to slam gens they can. If they hide in the bushes they can. That’s why solo is a coin flip.

    I also devised somewhat of an anti-tunnel build. It ultimately forces the killer to give up you once you performed the method correctly. If someone is always there to support you then you really can’t get caught.

  • With SBMM you just get lucky on whether you’re actually paired with teammates and opponents of a higher/lower skill level. SBMM would only make sense if we could all see our MMR. Since we can’t it does more harm than good to everyone playing.

    With Emblem Ranking pipping was more important than simply escaping, and getting multiple kills. If you camped/tunneled after a certain threshold you didn’t pip. The same for survivors who gen rushed. They didn’t pip. So you didn’t rank up, and face more challenging opponents. Emblem wasn’t prefect, I know. The thing is Emblem was healthier for DBD in the long run than the current MMR. The way the game is now is proof. Everything changed for the worst after SBMM came.

    On top of that if escaping is all that matters bring hatch escapes back to prevent the loss of MMR for both sides. It does take skill to find the hatch with a killer on the loose, and open it with a key. Since killers actually SEE survivors that bring keys into the lobby. They’ll target that person, and possibly bring Franklin’s to stop them.

    Instead the devs remove/rework hatch… That’s why we don’t even see keys being used anymore… Not even for the Amber add-on to see the opponent.

    DBD is actually utter misery now. They’re covering this up with all the licensed killers like Alien, and Chucky.

  • Yeah. When I got my PS5 the game is playable again. My PS4 wasn’t having it.

  • SBMM ruined DBD. I already made a post about it. Emblem Rank, and pipping was better imo.

    After adding SBMM I can play 10 matches on each side. As survivor whenever I solo my teammates are always terrible. 7/10 matches I will die because of them. Without even getting 3 generators done… Then as killer the teams I face are always overly coordinated while slamming gens simultaneously. 7/10 matches 2-4 survivors will escape. I can never break even on both sides like I once could. Even when I try really hard. It doesn’t matter.

    From my personal experience… With Emblem Rank DBD was fun while being frustrating some of the time. After they added SBMM DBD has become frustrating while being fun some of the time...

  • Fought hackers last night. Almost made me want to turn cross-play off. I noticed the players hard to catch are always PC.

    I’ll miss attacks I know I shouldn’t have. 3+ gens would fly in less than 3 minutes. Last night I had Haste as killer using certain perks, and I still couldn’t reach them. Beat them to the pallets. It would give them everything, and deny me everything.

    Then one match I was in Meat Plant as Doctor. Thinking as my main it would be easy. The PC players were both hacking. Slightly faster despite me having PWYF stacks. So they got to where they needed to be. Then as I try pickup a Dwight that was difficult to catch he does DS without ever being hooked prior… at EGC he had Hope without ever equipping Hope. I left the match, and saw he had a Hyperfocus Build. No Hope. No DS. The other players were all playing around these hackers.

  • Candyman. Since the movie itself was actually based on a modern urban legend.

    There is no “Insect” based killer. So a killer using insects would be nice. We have a killer that uses birds.

    Give him the ability to slather honey onto objects. Generators, Hooks, Pallets, and possibly even Vaults.

    Cabdyman’s second power is to summon a cloud of bees. The bees have their own radius in which they’ll make their way towards honey covered objects within the radius. They will sit over the objects for a time, consuming the honey. Then the bees dissipate with the honey.

    If a survivor touches any object covered in honey they will get honey on themselves. They will begin to attract any bee clouds that they get near for a certain period of time.

    If a survivor touches any honey covered object swarming with bees the survivor becomes swarmed.

    If the bees swarm a player the bees will sting the victim. If the player gets stung for so many seconds they’ll lose a health state. “Shooing” the bees delays the timer in which the stinging persists until the effect ends.

  • Autodidact. I would combine it with We’ll Make it. Seems crazy until you realize you don’t always save survivors to get the healing boost.

    A deathslinger in Midwich claimed I was hacking because I had No One Left Behind as well after unhooking someone. I was insta healing all the people with 5 Auto stacks after he slugged them in the basement with STBFL. The Steve distracted him upstairs while I did that. Hahaha!

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