WiiFitTrainer
WiiFitTrainer
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@Jyn_Mojito said:
After playing quite a few solo q games today, I noticed a trend- I tend to score mid to lower tier amongst the other players, regardless of escape or death. And I'm wondering if it's due to my stealth gameplay.
I usually run Kindred, Sprint Burst, BT, and either Plunderer's or UE. My build is meant to be able to quickly and efficiently rescue hooked survivors, but also compensate for my utter garbage map sense.
But is stealth play holding me back? I'm wondering if the reason I score so low is that other players with a more aggressive style accomplish more in the time it takes me to complete an objective.
Can y'all please share your thoughts and suggestions with me if you have times? I'd really like to become a better solo player. Thanks ❤
The pip system encourages you to do a bit of everything to get the most points, including being in a good chase or 2.
That being said, there's nothing wrong with playing stealthy as long as you're doing something productive like gens or hook rescues. I love playing stealthy and evading the killer and usually score top 1 or 2 on the team.
Sometimes though you'll need to purposely get the killers attention on you so that they don't tunnel the same 1 or 2 people out if the game early because they can't find you ever.
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@gpabuser said:
So I've leveled and pretty much got a hold of every killer, Spirit being the latest I have unlocked (only Twins is left). As I have a pretty good grasp on Nurse already I thought I'd have to get onto Spirit as well, but they are different in the sense that Spirit relies on sound, now here's the catch:
I can't tell if I just can't hear or the game's sounds just go silent all of a sudden sometimes. I started running Stridor to help out although I wanted to play without it since it's not all that needed if the game's sounds actually work, and it would be awful for me to get used to playing with Stridor so I just crash the moment I will play without it.
I regret deleting the recording but in my last game I had a Dwight run in front of me (I'd hear the running, at least) while being injured and while I had Stridor and he was COMPLETELY silent, and this has many occurances in my games I feel like.
How do you guys play Spirit when the game's sounds are so inconsistent? I feel like when I play Spirit I see just how much the game's sounds suck, since I don't need to focus all that much on the sound on the other killers. I don't run Stridor on any killer since it's a waste but if the survivor is silent on other killers I just assume they have IW, not a sound bug.
I still need to work on getting used to hearing survivor's healthy breathing so I won't say anything about those but I do hear them from time to time.
I'm just frustrated I feel like I'm losing to random bs I shouldn't lose to just because I injure someone and by the time I'm done channeling the phasing they're already on the other side of the map because I can't hear them whatsoever for some reason (I don't play with add-ons either right now, just how I try to get accustomed to killers while learning them, so it doesn't spoil me if I play with strong add-ons).
Also to clarify when I'm playing Spirit I'm full-on max volume both in-game and headphones (another reason why I hate these sound bugs tbf, the game is so loud but I have to play like this if I want to properly hear what's happening, except I don't hear what I want to hear when I need it the most)
Maybe I'm just r-word, who knows, please enlighten me since I still have stuff to learn, maybe there's a reason why that Dwight went silent that I don't know of.
It's a well known bug that survivors emit zero noise sometimes. I don't think the cause has been identified but it's been an issue for years now. Honestly there isnt anything to about it if it occurs other than keep your eyes open.
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@lagosta said:
New meta. Stealth Huntress.
this fits her lore pretty well. Kind of surprised she doesn't have an addon or something that reduces or removes the hum now that I'm thinking about it.
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@Dragonshensi said:
Quinten needs a makeover just cause he looks like a gargoyle and quit frankly scarier than most killers.
Poor Quintin. Not only is he paired with snoozefest Freddy but he's uglier than him as well. Feels bad.
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@Tricks said:
Never used it myself. There are far better less crutchy perks out there I don't know what all the fuss is about.
Same. I hardly ever get to use it since I'm not toxic and most good killers play around it anyway. Kind of a waste of a perk slot to me.
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Hitting survivors on hooks.
Just kidding!
Really though, I love the setting and atmosphere and concept of the game because I'm a huge horror fan. There's just no other games out there like dbd.
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@Shenshen said:
I don't know why this is but before I play one games I pretty much dodged 5 before. It's not because I only want to face baby survivors, in fact I faced many sweaty rank 1 SWF's and managed to beat them but everytime I see someone in the lobby with 1000/2000/3000 etc. hours I tend to dodge because I feel like I will get dunked on.
Nea's with flashy skins, people with 12-13 pages of comments etc. they all scare me. It's like a feeling that I'm not good enough to beat them. Maybe some of you have any tipps? and sorry for my English, it's not my native language.
[Off topic]
I noticed a pattern: For some reason people with a lot of hours in DBD have flashy pictures on their profiles and/or a VAC ban. I don't know I'm probably just weird.
Four people with the same skin on the same platform? dodge.
3 or more people with similar names? dodge.
2 keys? Dodge.
4 tool boxes? Dodge.
These are really the only times I'll dodge because these people are usually out to just bully the killer. Now that's not to say this is ALWAYS true, there's legit groups that just play for fun, but sometimes you just get a gut feeling to dodge.
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I feel most people don't like playing her because either survivors don't cleanse all game which makes her into a pure m1 killer which is super boring, or they cleanse at optimal times and locations (corner of maps or near finished gens) and easily evade corrupt purge because it's buggy as hell.
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There are still a ton of bugs in this game, of course we still need a "health patch".
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Range attacks in this game are janky as hell sometimes. Huntress has the opposite issue where you'll get hit even if the hatchet wiffs by you visually.
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I cant even remember the last time I seen someone with rancor.
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@Grimm120 said:
NFA Moments? TTV's. Every. Single. One. They are either the worst possible team mates to have across the board or they and their entire chat are full on toxic Dbags. Hate them all. If I get a TTV I either dodge or sandbag them. Usually don't even have to sandbag since they're found first, hide at the edge of the map like a rank 20 with 10 minutes in game, throw themselves at the killer for "Content" or whine and moan they died on hook and it's the rest of the team that suck, not them. If I could blacklist everyone who's had TTV in their name ever I would.
Yeah some ttv players are bad sports, but the majority of ones I come across are pretty chill and not toxic (at least in game). I don't usually check their streams because they're nobodys with a handful of viewers most of the time and I dont really care what a random person on the internet thinks about a video game.
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When one or more people on my team dc or die on first hook for whatever reasons at the beginning if match and the killer has no chill and hooks, shakes his head no repeatedly until you die.
NO FUN ALLOWED MR SOLO SURVIVOR!
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I'm a rat survivor who prefers stealth so I like
sprint burst
Spine chill
Iron will
Kindred or vigil (for more sprint burst).
Just don't walk everywhere with sprint burst. It doesn't have a huge cool down and can be used a lot even without vigil.
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I grin everytime I get matched with a bubba because 9 out of 10 games the bubba has no idea how to use the saw correctly.
Get to a loop with a window and just watch them leave after 30 seconds because they refuse to m1 and can't time the saw correctly.
He's a good killer in skilled habds don't get me wrong, probably slightly above average, but he is not spirit or nurse good.
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It's for fans of Evil Dead just like all the other licensed dlc. Just don't buy it if you don't find it interesting.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2042007#Comment_2042007
As a software developer, I'm sure you're familiar with how difficult it is to rewrite, maintain, or even use code that was improperly written ("spaghetti code", for example) without causing any problems elsewhere in your program, especially when that code is the basis for everything else in your program.
If you're not familiar with this, then I suggest you try to find an example of spaghetti code and untangle it, or just write some yourself. You basically just have to ignore every good practice in coding, make something moderately complex, and then try to fix the code so it follows best practices, without breaking everything else. Give it some time between the writing and fixing, because forgetting what the code does is also part of the problem.
Even bad spaghetti code can be fixed with enough time and resources, which certainly bhvr has at this point. I think it's an issue of competency or laziness if this is truly the issue (which it probably is, but certainly not the sole problem).
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Twins just need removed imo. Literally everytime it's just the "lay on the ground for the whole match" simulator. Freddy is more fun than twins and that's saying something.
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Kindred should be base kit for solo players so I know if I need to save due to my Immersed team mates.
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Nancy used to have some disturbing head and neck postures shortly after she was released.
Tapp has a perpetually shocked face and kind of weird me out.
Quintin....
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I play a lot of legion and honestly I feel he's in a mostly good spot.
He does need some qol changes such as the removing the need to take you out of frenzy in missed stabs. It's totally unnecessary with his current power. Also reduce his base fatigue by a second.
He could use a light addon pass because most if his addons are lackluster at best. Frank's mix tape is probably the dumbest addon in the game.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2041987#Comment_2041987
Because the initial budget for the game was too small (the publisher had no faith in the project) and corners had to be cut.
I dont understand what that has to do with how bad they're releases are now though?
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It's the amount of bugs every single patch that gets me. I'm a software dev for a small engineering company so I get how some bugs slip by. But bhvr is a large company with supposedly dedicated testers, and honestly gameplay doesn't drastically change that iften between patches, so why does every patch feel like it's part of a beta release?
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Holding w is the only thing you can do in some maps in some circumstances, especially if you have some teammates who like to throw them asap.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2040239#Comment_2040239
If that’s the case then they should just make it so anything older than a specified time gets deleted or locked. Otherwise there’s no point in keeping them up.
But yeah, new threads on NOED and keys every half hour is waaaaayy better.
Lol I just saw you name. Very good sir.
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It's frowned upon in every community not just this one. There's no sense in purposely starting up years old threads like a necromancer. Likely whatever the topic was about is irrelevant today if it's that old.
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I'm mildly excited to play trickster. I like his looks and overall vibe. It's going to be nice to try out a new killer rather than my usual go-tos.
Really wish bhvr would have listened and made his knives take less hits to down but it's whatever I suppose.
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FYI you won't get much better team mates at higher ranks. In fact, you'll most likely STILL be getting those low rank team mates even once you hit red.
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I main bubba and legion and I can honestly say I don't even remember the last time someone DIDNT jump out into a tantrum. I just shake my head everytime because I know it's an easy down.
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Billy is probably better in the long term if you put a lot of practice with his curves but man is bubba fun as heck to play. His power is easy to use but somewhat difficult to master around some loops. Bubba is a lot less frustrating and more fun to play vs billy imo.
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All of them suck for stealth killers except for the game, but then again it has 95 pallets so it sucks. You can see across the entire map on most areas.
I don't like the unnecessary breakable walls. It just adds a level of tedium for no good reason.
Other than that, I think they're pretty good.
Edit: forgot to mention the weird fps drops on the reworked maps especially during lunges or blood luat. ######### is with that? The non reworked maps don't do this.
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Use ruin with pop, or if you don't have pop use undying. If you are legion or plague ypu can use thana instead but I'd still use pop if possible.
Ruin is best at giving your early game pressure because it never lasts more than a few minutes.
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I dont see a problem with thana and ruin on legion. Legion and plague are the only two killers where thana isn't garbage. Ruin is usually gone within the first 2 minutes so its nice to have a second reliable slow down perk. Ruin + pop has been my go to since ruin rework.
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Nurse because she's juat way to frustrating to learn.
Twins because I despise the play style they encourage.
Freddy because freddy.
I try to play billy every so often but I just find him for frustrating to play vs bubba.
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1. New Generator noises that sound like screaming goats while being repaired.
2. Making Megs forehead even larger.
3. Banana hammock skin for Myers.
4. Making object hitboxes gradually expand the longer the match goes on to the point where players will be suffocated to death at maps edge.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2036432#Comment_2036432
Nea looks decent is some cosmetics
Imo the snowboarder is the only one that doesn't make her look like a circus performer
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This list isnt accurate because Cheryl is on the same tier as Nea. Nea is by herself on tier F.
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Some of reworked maps have nearly no hooks in some areas, and if you use the one in the area it's basically impossible to down and hook another survivor in the same area. This is especially true in map corners.
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@QwQw said:
Just gotta ask, what is it with Clown mains constantly posting about how he's good or underrated?
It's weird as hell imo. I think it's just some people wanting to be counter-culture.
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My favorite part is when it decides you really wanted to hit a rock or haybale or whatever and restarts the loop :D
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Otz really struggles to present uses for the antidote. I feel he was obligated to make it. Its obvious it's not very useful.
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I dont understand why this thread exists.
The jiggle is barely even there, it just adds a bit of realism. It's not dead or alive level jiggle. Honestly need need add more to survivors and killers.
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@catJAM_69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2032258#Comment_2032258
but you have to be talking about good survivors when you judge a killer and good survivor will always be spread out so the chances to slug wont happen often unless its endgame in which you have someone hooked and the survivors make some horrible play
This is my problem with the slugging clown build. I mean sure, the average solo que team will often group together in the same area of the map making the anti healing slugging build good simply because you don't have to go far to find another survivor and they'll waste time healing/reviving while you're in the area. The smaller maps will help also. It's a good noob stomper build but that's about it imo.
This build falls apart the moment survivors decide to split up and do gens separately which at high level is the best strategy regardless of killer.
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@ExcelSword said:
Even if I agree that Freddy is overall stronger than Clown, how do you believe that his snares are better than the bottles? They are completely useless against Shift-W players who run as soon as they so you, and if you lead him to an area he hasn't set up snares in, you can abandon the pallet loop while Freddy is trying to make that loop unwinnable.
There are tiles that Freddy can't beat without breaking the pallet, that the Clown can when paired with his speed bottles, like the long short wall tile and the the long pathway loops on Coldwind and McMillan maps. Clown's slowdown is more potent than Freddy's slowdown,as it can be applied instantly to survivors and for far longer than the base 3 seconds of a snare, if you throw the bottle ahead of the survivor. The slowdown itself can be stronger with addons, with a maximum 20% slowdown compared to the snare's 15%.
The bottles are limited and do need to reload, meaning there will be times where Clown can't use them without giving the survivor distance. But Freddy's snares won't work at ALL if somebody is awake, which is bound to occur at some point in the game. Heck at the very start, Freddy effectively has no power at all to down survivors other than being invisible at 32 metres (which is pointless as its the same distance as the TR).
Again, I agree that Freddy is better than Clown, because his kit is more jack of all trades with passive slowdown and map traversal. But Clown goes all in on the chase alone, and it is a bit rediculous people saying Clown is so easy to counter, than saying Freddy is impossible to loop, in the same breath. You can counter Freddy much more effectively in chase than you can a clown, and there will be times where you won't even need to while you are awake.
That is the end of my rant.
Against shift W gamers, yeah clown wins since you can pretty easily throw ahead of them. But honestly those players go down faster than decent loopers anyway so what's really the point unless you're on midwich?
It's incredibly easy to keep people asleep as freddy. The game makes it incredibly difficult to remain useful while awake. Even if they are waking up via clocks they're still wasting time by traversing the entire map to do it every couple minutes so either way he's getting the better end of the stick.
Decent Freddy's will pre trap the good loops forcing surviors to go through them if they want to go there. Granted, they don't up as much area as clown gases but place them in the same spots as you would gas and they function the same way. They also don't require a reload and stay there unlike clown gas.
Clown technically has the better slowdown trap since you can throw them, but honestly they are used in near identical situations it makes clown not very impressive compared to Mr Freddy with all his other mechanics.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/235672/to-put-in-perspective-how-weak-the-clown-is
🤣🤣🤣🤣🤣🤣
BWAHAHAHA!!!
Every time I see these “Freddy vs Clown” comparisons, it just highlights just how little is understood by players trying to use Clown.
There isn’t a chance in hell that Freddy can end a chase as fast as Clown!
(Former Freddy main here. Since his RELEASE!!!)
There's nothing complicated about clown. Get to loop, throw bottle at one end (or other escape route), force survivor into it, take the hit, repeat. Which is what Freddy does with snares. The difference is Freddy has 45 other powers in his kit thst makes him a beefed up clown which is what op is saying.
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I just want to know what a "win" is for the system. Consider the common scenario:
A survivor does 4 safe unhooks, heals each time, helps complete two gens. Gets to the end game and gets downed with NOED. The rest of the team escapes because the killer is camping. Does the survivor rank "down" because he died? Does the system account for all of the other actions that helped the rest of the team escape?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2031286#Comment_2031286
TBH OP is vague. "So is everything going wrong right now a problem with MMR?" isn't very descriptive, I've so far only seen complaints about players getting rainbow ranks.
And yourself, what exactly are you finding issue with, Killer or Survivor queue times?
I havnt played dbd today yet and most likely won't until late tonight, so I won't be able to comment on that. I'm worried that queues will be longer for both sides if it's to strict in finding similar players. I mean, it has a hard enough time getting similar colors together in the current system which is much more simple than sbmmr.
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@[Deleted User] said:
Did you get a Rainbow game and fail to realize that Skill-based matchmaking matches you with Survivors based on perceived skill? Rather than just hours played?
You didn't read the op.
He is questioning the effectiveness of the sbmm because at some point its going to spend a long time trying to find people close to you in skill.
The question is what will it do? Bring in people higher and lowered skilled than you to get a game faster? Make the queues worse while it keeps searching for similar skilled people? It's a legit concern.
The current system can't usually find similar rank players as you so it expands search to lower amd higher ranked people which isn't always good.
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I like to play on the stealthy side and it can win matches if done optimally. That being said, there's times where you can't stealth so knowing knowing how to run the killer as long ss possible is still required.
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I dont believe they have ever said how they determine if you rank up or down. I'm very curious how they determine what a "win" is for this game with a thousand random variables per match.