WeenieDog
WeenieDog
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Freddy. I've never even touched that killer ever. Not for perks or gameplay.
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Search your heart
You know the answer
Another slow down
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2472784#Comment_2472784
There's no way to prevent that unfortunately
100% of the time, yeah there isn't anyway to stop someone from making a smurf account. But MMR can limit the amount of time they spend at low ranks by seeing how well they play and push them into a more appropriate bracket.
I get that people are apprehensive about the change, but people also have to understand that certain speculation is still pretty much pure conjecture at this point. We just have to wait and see. And it's not like the current MM is any better, so we aren't losing much anyway.
Even the one point one guy said that BHVR has no interest in balancing for competitive, because that was an off the cuff response according to what might as well be an employee's personal opinion (one who's responsibility isn't game balance) and not an official company stance.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2472743#Comment_2472743
This is not an fps game and people do not respawn
That's besides my point. The core reason they are getting farmed is because they are being placed against someone higher in skill then they are.
That shouldn't be a thing. A bronze shouldn't go against a top 500 just because "they arent even trying". You should be playing against like skilled people.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2472729#Comment_2472729
I don't understand, what does farming have to do with chill matches?
By farming, I mean in sense of an fps game.
To farm someone, like to kill someone over and over with little to nothing they can do about it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2472698#Comment_2472698
What if you absolutely accidentally win by playing chill? Won't you get a sweaty match again that you will obviously lose?
Well, yeah. If a player effortlessly wins against a group, they shouldn't stay farming that group because they were "chill".
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*against solos
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I mean... I wouldn't describe Charlotte as "conventionally attractive".
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@DeathByGiggles said:
https://us.v-cdn.net/6030815/uploads/4OLGKWWIQ7GG/devupdate.jpg
It’s time for another Developer Update, a series of posts detailing what we’re working on and what you can expect in the future. A quick head’s up before we get started, our focus for this post is to explain what is currently being worked on and made available in the upcoming Mid Chapter. That said, the second half of this post is going to be very technical. You have been warned.
https://us.v-cdn.net/6030815/uploads/9JOWH5HEHTH7/patchnotesdivider.png
The Trickster
Now that it has been a few months since the launch of the All-Kill Chapter, it is time for The Trickster’s post-launch review. This is something we do for all new Killers once they’ve had a few months to settle into the game. Reviewing the data, The Trickster tends to fall on the lower end of the roster (even among the top few percent of Trickster players), so we feel comfortable making some improvements to him to bring him up a few spots.
We’ve made several changes to laceration to make it a more tense back-and-forth battle. For starters:
- The number of knives required to damage a Survivor has been reduced to 6 (down from 8)
- The delay before laceration decay starts has been reduced to 10 seconds (down from 20 seconds)
- The rate of decay for laceration has been increased to 0.3/s while running and 0.4/s all other times (up from 0.235/s and 0.175/s respectively)
Together, these changes should make chases quicker and more interesting: The Trickster will be able to down Survivors much faster, but a good Survivor may be able to break line of sight for long enough to start decaying their laceration meter.
Additionally, we’ve reduced the amount of laceration lost for hitting a Survivor with a basic attack from 4 to 3. (We’ve all accidentally run into a Survivor while throwing knives before. Swing away.)
Next, we looked at Main Event. Main Event would activate fairly frequently, but the long activation time often meant that the Survivor could break line of sight before you had a chance to start throwing knives again, making it difficult to use at times. With that in mind, we’ve made the following changes:
- Main Event activation time has been shortened to 0.5 seconds (down from 1.5 seconds)
- The number of knives required to activate Main Event has been increased to 30
- Increased the amount of time you can hold Main Event to 30 seconds (up from 10 seconds)
With these changes, we aim to make Main Event less frequent, but more meaningful when it does activate. By increasing the time it can be held before it must be activated, you’ll have more freedom to choose when to activate it and be able to use it more effectively when you do thanks to the lowered activation time.
Last, but certainly not least, it could sometimes be difficult to tell when your Blades were hitting a Survivor. To improve the feedback, we have added hit indicators that appear where the Survivor was hit.
With base changes out of the way, we also needed to look into a few of his add-ons. Most add-ons are behaving as expected, but there are a few outliers that fall significantly above or below the rest that we needed to adjust.
Melodious Murder
With the number of knives required to injure reduced to 6, leaving this add-on as is would be a little too much. With that in mind, we’ve reworked this add-on completely to give increased reload speed at lockers instead.
Fizz-Spin Soda
Previously: Granted the effects of having already thrown 3 knives.
This one is a slight tweak; the bonus has been decreased to the effect of 2 knives. The initial rate bonus granted before was a little too high which made it an obvious choice every time.
Iridescent Photocard
Now, when a Survivor is two or fewer Blade hits away from the maximum, they will be Exposed. This will give you a larger window to work with.
Death Throes Compilation
This is another one that needed to change due to the lower laceration meter to prevent things from getting out of hand. Now, Death Throes Compilation will replenish The Trickster’s knives when Main Event ends.
Lucky Blade & Waiting for You Watch
These add-ons didn’t see much use before, so they’ve been reworked with a completely new effect. Hitting a Survivor with a Blade during Main Event will extend Main Event’s duration.
Last but certainly not least, we reviewed The Trickster’s perks and made changes to both No Way Out and Hex: Crowd Control.
No Way Out
This perk can do quite a bit, but it can also be very inconsistent. If you’re missing a token or two, or if the Survivors are preoccupied when the gates are first powered, it’s possible they’ll completely miss the effect. With that in mind, we have:
- Increased the base time of the perk to 12 seconds
- Increased the bonus time for each token to 6/9/12 seconds
- The perk only activates whenever a Survivor interacts with an exit gate for the first time, and you’ll receive a loud noise notification when they do
These changes increase the potential maximum time from 46 seconds to 60 seconds, and ensures that it will have a noticeable effect.
Hex: Crowd Control
A simple adjustment, but one that should have a big impact:
- Increased the time a window stays blocked from 10/12/14 seconds to 14/17/20 seconds
https://us.v-cdn.net/6030815/uploads/K6KKE22SGOL5/patchnotesdivider.png
Survivor Visual Update
If you’ve had your eye on social media for a while (or the many places they were reposted), you may have seen some early previews for Survivor model updates. These visual updates are part of The Realm Beyond, our ongoing effort to improve the visuals of the game.
Some of you are dying to know when you’ll see these updated models in-game. You won’t need to wait much longer, as the updated models will appear in the Mid-Chapter Update.
With that said, we’ve also seen some people ask, “Why?” When the game first launched, a lot of things (characters included) featured a completely different art style. (You can still see some traces of this in the original Survivors. Look closely at Dwight’s shirt and you’ll notice a watercolor effect that isn’t used anymore.) As time went on, we moved towards a more realistic style, with more detailed textures and refined models. This left some of the more recent Survivors looking great, while others started to feel a little dated.
Our goal with these changes is not to change the characters significantly, but rather to bring them up to date. We’ve been playing with these Survivors for years, and some of us have grown very attached to them (some of you a little too much, we’ve seen the THAT art you’ve made). This is part of the reason why we’ve been sharing previews for so long: We’ve been combing through your feedback to make sure that the updated versions of each Survivor are as similar as possible to ones you know and love. If you’ve been losing sleep over David King’s smaller brow, you can rest easy, we’ve gone back and made some adjustments.
With that said, here’s a quick taste of what you can expect in case you’ve missed the many teasers. Please keep in mind that these previews do not include animations, so expressions like Ace’s trademark smirk won’t appear here. (But don’t worry, he’s still got it.)
(Note: These are work in progress images and some changes may have been made since.)
https://us.v-cdn.net/6030815/uploads/QKIDVPFW41PR/meg.jpg
https://us.v-cdn.net/6030815/uploads/CLB66PG81J2G/david.png
https://us.v-cdn.net/6030815/uploads/L3KIEK9ZJ131/claudette.png
https://us.v-cdn.net/6030815/uploads/HYCUVGGRLRL6/nea.png
https://us.v-cdn.net/6030815/uploads/GMSJP1QL7LH5/patchnotesdivider.png
Updated Tutorials
Your first steps into the fog can be scary and unforgiving, so we’ve been working on improvements to the new player experience across the board.
In this upcoming Mid-Chapter, you’ll find a pair of brand-new tutorials (one for Killer, one for Survivor). We’ve learned a lot about what you want in a tutorial, so we now cover more than the old ones. Each tutorial also takes place in a single continuous level (rather than a series of mini levels cut together). This way, everything flows together like a real match, just more controlled so things don’t get out of hand.
As a head’s up, we have been seeing reports of preferences being reset (such as perks and cosmetics) for Dwight and Trapper after playing the tutorial. This bug does not revert any progress, but is something the team is aware of and will be resolved in the near future!
Now, a tutorial is great and all, but it doesn’t quite compare to hands on experience. Before you jump into an online match, you can now practice in offline bot matches. This will let you try out everything you’ve learned in a real-world scenario without the stress of other people watching. Bot matches are already available on the live version of the game (click the Getting Started button on the main menu to check them out).
Finally, we’ve added beginner tooltips to the menus. The game has grown a lot over the years, so there can be a lot to take in if you’re just starting out. Hovering over most buttons will let you know what they do and help you find your way around. If you’re already a seasoned veteran and find the idea of a tooltip describing something insulting, don’t worry, you can turn these off in the settings.
https://us.v-cdn.net/6030815/uploads/QUPT58WJ9N8W/patchnotesdivider.png
HUD Improvements
One of the most common requests we received following our previous changes was the ability to customize the HUD. While full customization is still just a twinkle in a designer’s eye, we have added the ability to toggle on and off some non-crucial parts of the HUD. In the settings menu, you’ll find new options to toggle:
- Killer hook counter
- Score events
- Player names (in-match)
Each can be toggled independently in case you want one but not the rest.
https://us.v-cdn.net/6030815/uploads/A0KVQOIL8H8U/patchnotesdivider.png
Game Health: Pallet Hits
In this Mid-Chapter, we aimed to address some of most frequent and annoying issues you can run into while playing. One of the things topping that list is getting hit through a pallet well after you’ve dropped it. Before we get into the solution, we’ll run through why this happens in the first place.
The first thing to note is latency (the time it takes to send and receive information to and from other players). Latency is a fact of life in any online game: It takes time for information to travel across the country to the player(s) you’re playing against, or the server you’re connected to. This delay means what you see and what other players see can differ slightly depending on connection strength and distance from the server. We do what we can to reduce latency as much as possible, but it’s impossible to eliminate it entirely.
So how does this apply to pallets? Simply put, each player sees something different:
- The Survivor sees themself throwing the pallet before they get hit
- The Killer sees themself hitting the Survivor before the pallet is dropped
To give you a better idea of what this looks like, take a look at this (simplified) diagram.
https://us.v-cdn.net/6030815/uploads/UT5OSUHG3GGV/assetb1.png
In this example, the Survivor drops the pallet first, but the Killer doesn’t see that until they’ve already swung their weapon. As a result, the Killer hits the Survivor and then gets stunned. This isn’t so bad when both players have a low latency, but it can look very strange and unfair when latencies are high.
So what’s going to change?
Simply put, the server will become the judge. When you either drop a pallet or swing your weapon, that gets sent to the server. If the server receives a hit before a stun, the Killer hits the Survivor as they normally would. But if the server receives a stun before a hit, the hit is rejected. This is similar to how hit validation works now. The new diagram would look a little like this:
https://us.v-cdn.net/6030815/uploads/5YO0UFFLPH7S/assetb2.png
As you can see, the server receives the pallet stun first, and then knows to reject the Killer’s hit as a result. That said, we have not changed how the mechanic of a pallet stun works – the pallet will still need to be approximately 50% of the way down before it stuns the Killer.
https://us.v-cdn.net/6030815/uploads/4EUH2MZEBB2K/patchnotesdivider.png
Game Health: Grabs
On the flipside, we’ve all been there: You sneak up on a Survivor and go for the grab… and nothing happens. You hold your hand out menacingly and watch as they run away.
Why does this happen? A lot like pallet hits, this comes down to latency: Each person sees something different. The Killer sees themselves grab the Survivor before they can run away, and the Survivor sees themselves run away before the Killer can grab them. When the server receives the grab request from the Killer, it notices that the Survivor is no longer there, so it cancels the grab. Again, here’s a diagram to help visualize this:
https://us.v-cdn.net/6030815/uploads/DSVMHDZVIAKJ/assetc1.png
So what’s the solution?
The solution for this is much more complicated, so it will come in two parts: A long term solution, and a temporary solution to bridge the gap.
The temporary solution: Whenever a grab is rejected by the server, the Killer will instead swing their weapon automatically and be granted challenge progress and Bloodpoints as if they had successfully grabbed the Survivor. This way, you won’t lose out on a hit because the grab was cancelled, and you’ll have an easier time completing Archive challenges that require you to interrupt Survivors. So now, the diagram would look like this:
https://us.v-cdn.net/6030815/uploads/8PTBIOOBXJV6/assetc2.png
The permanent solution: We will rework the way interactions and interrupts work from the ground up with dedicated servers in mind. Our current system has not been significantly changed since the days where the Killer was the server and had full authority over grabs (as the Survivors were connected directly to them).
And with that, we’ve reached the end of this month’s Developer Update. If you made it this far, give yourself a pat on the back! That was a lot of reading, way to go! The changes mentioned in this post will be available in the Player Test Build which starts next Wednesday, July 7th. As always, we look forward to hearing what you think!
Under: Game Health: Pallet Hits
Assuming that's what you mean. I can't think of any other situation that isn't explained with blatant cheating.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2472311#Comment_2472311
No, as far as I understood the new ranking system is like the actual pip one but rewards you each month with BP and gets rested but your MMR is not. If it actually works as you said then it's fine.
"RANK CHANGES & REWARDS
You may be wondering: With Skill-Based Matchmaking enabled full-time, what will happen to ranks?
Ranks will become Grades and feature all new icons, ranging from Ash to Iridescent. You can increase your grade by earning pips just like before, though there’s now a limit to how many pips you can lose.
On the 13th of each month, grades reset to Ash IV (the lowest grade) and you’ll receive up to 250,000 Bloodpoints depending on how far you’ve managed to climb. You’ll be rewarded for each role separately, so playing both sides can reap double the rewards."
Yeah, after going back and re-reading, it does come off like how you described it. Though I am curious about the "Limit to how many pips you can lose" thing is about and if MMR could limit how far down it can fall, but that's a huge reach. I just assumed with the rank change, something similar to OW's competitive titles would follow after.
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Isn't that what the new ranking system is supposed to do?
It's like SR and MMR in Overwatch. You can see your numerical SR but you can't see your MMR
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RIP Ego tripping
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Everytime I hear the
I dont want to sweat and now I'm going to have to.
It always comes off as:
I dont want to sweat [but I still want to 4k | 4 out] and now I'm going to have to.
If you dont want to sweat, then dont and your mmr will fall with it. You cant have your cake and eat it too.
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I think this post more or less sums it up
@C3Tooth said:
A little reminding.
https://us.v-cdn.net/6030815/uploads/4WFDE37GK7WS/image.png
Killers who aim for 80% kill rate, facing Survivors who aim for 80% escape rate. Is this simple enough?
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*spits on grave*
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Afaik, its not activated right now. They usually, if not always tweet out or give some in game notification to it going live
What you're see is how matchmaking has always worked depending on your local queue times. Like for me, night USA EST, rank is light suggestion than a rule. When then game screen comes up, it's usually a rainbow
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Let's be real. How many people are going to look at the endgame screen, see meme loadouts and actually take the rematch when other side wants to play more seriously?
More then likely:
GG, NO RE
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with how close it was, I'd assume she threw it down on her screen before it connected.
Another user posted a video of what it looks like on both sides.
@gatsby said:
I managed to get a game with a super clear example of pallet validation and got a clip from both perspectives. Just thought I'd share it so players on both sides can see what it looks like.
Looks totally legit from both perspectives. On the Deathslinger side, it looks like it hit, while on my side it doesn't look like it hit at all. Very hard to balance honestly. I don't envy the Devs furiously coding to make this feature seem "fair" looking to both sides. It will be a very difficult task
You're not getting robbed on hits, but the fact that it still plays the injured sound make it feel like you did even though it would have never connected in the first place.
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yes, it does trigger off of hooked survivors.
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I am gay, but you don't have to be directly LGBT to be supportive of them.
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Probably because hits are still client sided ( with pallets being the exception but we have severs for some reason. we might as well have left it p2p then) and latency just makes a generous hit box even bigger.
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I don't think anyone ever considered it skillful. It was always a trick that really only worked on the rare few who didn't expect it and those that do just sit there and watch you spin in circles, then bonk you over the head.
But because of how rare it ever works, my reaction is always going to be : (o 0 o) with a sarcastic " Juiced " tagged with it.
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No, rank MM is still a thing. It just never worked that well. Sometimes games get like this when queue times are really long for one side ,and in those cases it just wants to put you in any game regardless of colo(u)r.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2451782#Comment_2451782
If the base kit is buffed in some way I would be okay with a Tampered Timer nerf or rework.
Poor Pig has seen way too many nerfs for no good reason.
If there's one thing I deeply miss, it's her old custom 28 meter terror radius.
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I just don't like it because of Pig's RNG nature. If I'm going to use add ons for the trap, it's always double gears. 17 seconds (if I remember correctly) is pretty crazy, especially if you're unlucky enough to have to search a box near the killer and it's touch and go.
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Speaking of cages, I would like an addon that makes it so you can cage survivors regardless of tormented or not, but now work like regular hooks [ ds, bt, pop, bbq now trigger]
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The only way I'd ever get Freddy out of lvl 1 is if they released this:
Then I'd be a Freddy main
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- Exit Gate Escape Blocker Linger duration: 5 seconds
- This refers to how long a Survivor continues to be unable to leave through the Exit Gate after removing Victor.
From:https://deadbydaylight.fandom.com/wiki/Victor_%26_Charlotte_Deshayes
I assume even if they could leave, it would work the same way if a survivor held onto them in game and you'd eventually get the option to recall him.
- Exit Gate Escape Blocker Linger duration: 5 seconds
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@WretchedElk said:
https://forum.deadbydaylight.com/en/discussion/comment/2445743#Comment_2445743
Are you playing on Xbox? because I get tips about the killer I’m facing almost every game.
I don't really think they would change something like that from the PC to Console, and even then, It doesn't really change that much. You'll find out who the killer is a couple of seconds into the match anyway, unless the killer is just having bad rolls in where to look. And they can't switch to counter you, as everything they brought in has already been set in stone.
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Everyday is double bloodpoints day with Bbq&chilli
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I don't think this would make generators any more fun to do. You're not going to make peeling potatoes anymore fun if you now decide to do it with your eyes closed. That and I wonder if it would hit the same points on why ruin was changed from its first iteration. Too much for new players, does nothing for experienced ones.
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anyone know if it starts as the game begins, like the model doesn't load in at all? Or does it disappear during the 'dig' animation?
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I've already been jaded around SBMM and not because I think it's bad but of what I think are weird takes from some content creators. During the test, I watched one get consistent 2ks but absolutely hated every moment of it. But Once it was turned off, the 4ks came back and they were like "dbd is balanced around solo q :) ".... while they 4k the solo q's every game.. sometimes at 5 gens.
Yes, that is what balance truly looks like.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2439885#Comment_2439885
OP didn't give details, but for example, someone thought the sale was the 10% off, and then today the 50% off started, and there was terrible communication around it. Additionally it wasn't clear from the beginning how or where the sale would work.
Though I do see where you are coming from and even though they werent exact of time details, I just don't think the OP was genuinely scammed. Unlucky for sure, and refunding him just means that they'll have to do the same for others.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2439856#Comment_2439856
That might be true, but it's still pretty scummy don't you think? If you want to do right by the customer it makes sense to give them the refund so they can buy the discount. It actually has a net benefit for corporations as well because people tend to be more willing to spend money if they think the company is treating them fairly.
I wouldn't call a company scummy because a customer was being impatient.
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Isn't it in the user agreement that all virtual goods are none refundable. Also, it seems pretty financially stupid to refund it for you to buy the DLC. It would be nice of them, but also dumb.
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@AJStyIez said:
I feel like most of the people who claim they had a positive experience during the recent test only feel that way because as survivor they had killers who were good enough to get the easy hits/hooks but not good enough to 4K slug them at 4-3 gens left & as Killer they probably enjoyed getting more frequent inexperienced survivors that fall for easy tricks like moonwalking every single time.
Im not trying to insult anybody because I don’t have the highest MMR in the world myself, I just feel more people are saying it’s a good system solely because their matches were easier aka “more fun” rather than because they really believe the system is healthier for the game and better compliments the emblem system. Of course it’s a positive experience when you’re playing with your usual rank 1-3 buddies with 1k+ hours each going against a rank 11 huntress that doesn’t have the perks they want/needs yet. “But that’s how the current system works too” - Exactly, thats why I don’t get the hype for these recent testing periods. On paper it sounds like a great idea, but the way the emblem system currently works and the lack of context for a binary system like sbmm doesn’t work in an unbalanced game that largely relies on RNG
But in time those players that completely stomp the competition will eventually reach that 4 man slug killer (and likewise for killers that endlessly 4k).
My games as survivor more often ended in 2 escape and 2 dead, and what I liked about it didn't have anything to do with the killer specifically. What I liked about it was if i was tunneled, if I was camped my teammates actually punished it instead of rewarding it. And because of that, I didn't mind dying because i felt like I actually did something.
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@CornHub said:
I prefer MMR over SBMM. My matches as killer were actually having an effect on what kind of survivors I would get next.
Wait, doesnt MMR work hand in hand with SBMM? Or am I missing something?
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With DH, I'd assume it's the same thing that happens with the new pallet validation. Latency. The killer swung before the information to DH was even transferred to you, in the same way that a survivor would have thrown the pallet down before the killer would have even seen the animation play.
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His power, as is, it's fine that it has such a low cooldown rate. It does near nothing at longer ranges as the distance they travel while your channeling seemingly outpaces the distance the killer gets once the survivor is chained (even less time if there are object to break the chain on).
I've heard one buff where the cube isn't visible to the survivor until a hunt has been activated or at least make it so survivors can't see the aura till they are X meters away. That's one of the sad things about him. His power spike is so easily counterable that chain hunt might as well not even exist.
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Leave not a trace
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The ghost face
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Because insane artist that's willing to kill for their work is a thing.
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as far as I could tell, solving it is like getting a clock as freddy but it works for the whole team. It pauses the hunt timer (the chain gauge around the portraits). Holding it will pause the timer for your teammates but the chains will start to hunt you.
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- New Rank Crest images are part of the PTB. The new MMR system will not be active on PTB.
From: https://forum.deadbydaylight.com/en/kb/articles/293-5-2-0-ptb
Second bullet under Known Issues
That's really all we have.
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I don't know... his power kind of reminds me deathslinger where long range shots don't really do anything for you, but up close kinda feels dumb with how spam-able they are but you can still throw pallets down when chained and he is completely still while doing it.
There are some cool things you can do (or at least I think they are cool) like scoping out a spot with the power through walls.
but lol, he's only been playable for like 1 hr.
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It only says in the patchnotes that the new icons are there but MMR will not be active during PTB, but if anything, I think this definitely solidifies that SBMM is still going to be a thing.
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I don't think content creators are getting cease and desist letters when they stream/record Friday the 13th footage, So I don't think it'll happen here.


