WipeIncGamingYT
WipeIncGamingYT
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3205004#Comment_3205004
It absolutely wasn't a 'neutral' patch - kill rates went up significantly.
Killers are, for the most part, fine now. Some need buffs, some need nerfs and one or two need a rework. Overall though, killers are doing well.
Not true. Killers are weak as ever, nothing in high MMR changed. Killers have more kills in low MMR, but you can't balance a game around newbies who doesn't know the game. SWF Squad teams became stronger. And 61% ist saying, that 2 out of 4 survivers are escaping. Not a great thing as long a 2k is a draw. So killers get a draw and because of that they are strong? What a nonsense.
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@PyramidFootLicker said:
Every match since the perk reworks rolled around I've only and almost exclusively been paired with Chinese players. Nothing against people who reside there sometimes there's a rare instance of being paird up with someone from Taiwan or Thailand though 9/10 they're a Chinese player. Admittedly it's been neat because endgame chat is left empty but I start to wonder what's happening when almost every profile is either private has streamer mode on or is a level 1 or below steam account. Like I didn't even know steam left a message on your profile to let people know that your account isn't set up and complete yet however I get these profiles almost every game. I'm honestly curious if anyone is having this happen to them at the moment especially when playing survivor.
Player from Europe her, PC. I remember 2 survivor mates with Asian letters in one game out of 130. Most player profiles seem to be out of Russia and my home country. I noticed 2 profiles from Canada last days. I believe this is not true.
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@Norhc said:
Twins has never been a bad killer. In fact, Twins has always been considered a top 5 killer by comp players. The next update is likely not going to change much things about them besides making them slightly less slug-leaning.
Twins are almost never played. Guess why. She is weak and easy to beat.
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@Jahy said:
I am aware that twins are not the most popular killer, but are the devs planning on leaving them behind with this?
I'm hoping that some sort of small rework is on the way, though that is just hope based on nothing.
https://us.v-cdn.net/6030815/uploads/MZ2CKKE22CQH/dammit.jpg
Twins are weaker than most killers. Bring twins to nurse level and see the increase in users.
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@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3203683#Comment_3203683
So it's literally useless for 99.99% of players. Who is just randomly recording all their games?
I do. I like to rewatch my matches.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3203240#Comment_3203240
A couple of things:
1_ the "nerf x killer" threads will always exist, since everyone has a certain disdain or hate for some killer they dont want to play against. Said that, is not that every surv thread is heard or taken into consideration. I mean, people have been asking nerf for nurse, blight for years and they are still strong.
2_ the new slug change is not for the slugging for the 4k, is for the interaction with the new mori system which ends the match instantly is surv are on hook or floor.
3_ how can you say that this game hold the hand of potato survivors?
Have you not read the 61% kill rate stat the other day?
Have you not read the amount of threads saying that soloQ is horrible?
Survs literally have a permanent 100% bp boost because there are less and less people playing.
4_ "Makes me take none of the stuff they say seriously anymore. If I’d doesn’t benefit them, hold their hand and make it harder for the killer, they will cry and whine no matter what."
The same thing happens for killers.
They said reassurance was going to break the game and it got nerfed.
They said off the record was going to break the game and it got nerfed.
Overstack endurance got nerfed.
Dead hard was nerfed 3 times before it hit live servers.
I have to add a few words:
Nurse: Nurse has been nerfed three times since release. First version of Nurse could blink three times without exhaustion.
A 61% kill rate is a number without any meaning. You do not know the numbers in high MMR, in middle MMR or in low MMR. The kill rate, in my opinion, is low in high MMR und high in low MMR. So SWF do not need a buff. But this patch buffs SWF a lot, and breaks game. Survivors do not longer need to pick up a downed survivor, because he just can stand up.
And about the 100% bloodpoint bonus, this is not true either. In the evening, just now, as I write, is the incentive on killer, 100%. Europe, 11 pm local time. Yesterday it was the same, same as the day before. Do you need proof? Here 👇️
And I mainly play survivor, 90% of the matches. But I do not need 10 minutes of lobby waiting for a killer.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3203215#Comment_3203215
Survivor mains are no different. The plethora of “nerf X killer” threads is proof of that.
Heck, this new slugging change is the result of survivors whining about slugging for the 4k. Base Kit BT is the result of the constant complaining about camping and tunneling.
Its not enough that the game always leaned towards competent survivors, now it’s hand holding potato survivors that refused to adapt and improve.
Don’t get me started on all the comments that disparage killers for playing efficiently while never reflecting on their own game play.
Makes me take none of the stuff they say seriously anymore. If I’d doesn’t benefit them, hold their hand and make it harder for the killer, they will cry and whine no matter what.
DbD was always survivor sided, so I started me a career as survivor main. But the last days killers were looked for. Without a killer I can't play survivor.
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@Duvie said:
All these hundreds of posts complaining and arguing when we haven't even been able to try it yet. It's not even 100% gonna happen its just something they wanna try out for a PTB. Relax 😪
Get used to it. It is a screenshot of today, why would someone play killer after this patch?
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@luvcraft said:
Yay!
I'm really looking forward to playing the new PTB, and having the new added mechanic of choosing between trying to slug everyone for a quick win vs survivors always being able to get up on their own after a certain amount of time.
I'm expecting this to lead to a lot of fun new strategies on both sides.
Survivor main is saying, that this idea is hurting the game. SWF ist being buffed, swf squads turn into invincible gods. It is not helpful for me in solo q, no killer is slugging me. This is not an issue.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3203589#Comment_3203589
Immediate permanent bans are only for cheating or other serious offenses. For things like sandbagging, inappropriate messages, etc., bans start as temporary and only escalate to permanent through repeated behaviour.
There is a saying: I read the words, alone, I lack faith. BHVR has gambled away a lot of trust.
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@Mandy said:
I think we're pretty clear in the post, that we don't want to give too much information away on things that can assist people to cheat. Giving an anticipatory timeline on what we're working on and what we wish to implement is probably as much information as we're able to give.
Keeping things vague, is something that we sadly have to do - we feel the frustration with regards to cheating the same way you do, we play the game, we see these matches happening. It's a never ending circle, and one that we're doing our best to counter and improving a lot of our own procedures to deal with things in the process.
There is a saying: I read the words, alone, I lack faith. BHVR has gambled away a lot of trust.
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@crogers271 said:
Okay, instead of just posting in other people's threads, let me try my own. Maybe there is some issue that I'm missing about the idea of survivors being able to get back up after 45 seconds, but it sounds like a great change. Let's cover fun, theme, strategy, and testing.
1: Fun - Laying on the ground is boring. Now not every element of game can be great all the time, if a bunch of the player base is saying 'this thing right here is awful' you should try and fix it.
2: Theme - A piece of advice I received from a Killer main on how to deal with slugging is do something else that's not DBD. Since then whenever I'm playing DBD I have something else to alt-tab to in case I get slugged/face camped. The idea that a game built around tension and horror is better when a player has a back up activity in case of a tedious strategy indicates that something should be changed.
3: Strategy - Right now a survivor needs to spend roughly 30 second on the ground and then get tapped by a teammate to be up. Under the proposed changes the survivor needs to spend 45 seconds with no tap. In either situation a teammate can come early to speed up the process + be there to heal.
Is this an improvement for survivors, yes, but not quite to the extent people seem to be making it out to be. It does eliminate the strategy of patrolling a downed body in the hopes of catching the person making the rescue, but strategies that hold players hostage should be removed from the game.
4: Testing - Maybe the proposed numbers will unbalance the game. We'll see, the numbers can always be changed. Concerns about how many seconds it should be should not override discussion about the overall concept.
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Basically, this sounds like a great addition. Things that are not fun for the players and kill the theme are bad elements, bad elements should try and be fixed. Good of the devs for looking to improve the game.
In short: Survivor wanted free escapes, they get a first free escape.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3197071#Comment_3197071
You're allowed to be delusional. Even if factually incorrect. Keep dreaming!
The man is right. You write something that is factually incorrect. Just saying.
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@Devilishly_Rowdy said:
If you die a couple of times, your MMR drops and you're matched with absolute baby survivors. Then it pretty much becomes impossible to win because of bad team mates. I'm not a GREAT survivor myself by i atleast know not to waste time crouching for no reason, self caring in the basement, or letting team mates reach second stage. Even semi decent killers easily destroy us because the survivors just ain't doing gens. So what am i supposed to do to escape this vicious cycle? Search and join a SWF? MMR has no place in a game like dbd, and they way they calculate MMR is the most laziest implementation ever.
Your "bad teammates" say the same thing about you. We lost because of this bad teammate.
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I remember when No One Escapes Death was really great. No totem perk, not timed.
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@Toaster427 said:
We've all see a recent bandwagon of these streamers protesting DBD for a supposed cheater epidemic.
I'm sorry, but this isn't affecting the community as a whole. A recent poll on Reddit showed that a overwhelming majority have not seen an increase in cheaters and most people have only seen 1 or 2 cheaters in thousands of hours of gameplay.
You all have been making some great improvements in the last few years, please keep going and don't get distracted by the few who are abusing their influence for their own personal gain. Please do what benefits the entire community, not the 1%.
You are making no sense. Playing survivor I had one match with an obvious cheater. Playing as killer I had a match that I have clearly lost. I record my matches and rewatched this match. And there were some situations that seemed very suspicious and inexplicable to me. Therefore, I suspect that they were cheaters.
Of course, we currently have a cheater flood. No one can deny it. To deny it would be a folly. It's mostly players in high MMR that are affected, hence all content creators that play in that area. And if a game has a massive cheater problem that is not solved, you as a player never know if when you lose, you lost regularly or if cheats were in play. And that can break a game.
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@RavenzZ said:
Now I know that there is no real defined "win" in Dead by Daylight. Most (and I think I saw somewhere maybe the devs said) that a win for killer would be 3 kills, for survivors 3 escapes, and a tie being 2 for both sides. I still think that a lot of people classify a win a lot differently though, and I'd like to know how everyone else does classify it. I personally lean towards the amount of bloodpoints being a win. If I escape as a survivor and only make 10k bloodpoints then I see that as me losing, as I wasted time for very little reward, but if I die with 20k+ bloodpoints I see that as a win because even though I died, my time was worth it as I was rewarded more largely. It's another reason why I think that escapes should count for less bloodpoints than they do now, and all in-game actions count for more.
MMR says you have won, when your survivor escaped by exit. And a 3k or 4k for a killer is counted as win. Everything else is a consolation prize.
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@[Deleted User] said:
Killer powers should be disabled after they face camp for longer than 7 seconds
STBFL also needs to be toned down because at full stacks survivors cannot even hook trade, you can get two hits off before they complete the unhook
This would only slightly reduce the camping issue
- -from someone who is tired of being face camped every game because its "legitimate strategy"
If you want taken seriously, be specific, be correct. There is no face camping in DbD. Face camping was fixed years ago.
Let me be more specific: in 2016 there was face camping. Face camping was when the killer bodyblocked the exact spot the survivor would have needed to unhook the hooked survivor. This was a problem. So the devs at the time made the hooks rotatable so that there were multiple unhook points. Since then there is no more face camping.
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@Grigerbest said:
Hello, I see some people on a forum clearly misunderstanding of what is "Toxic behaviour" in this game.
They accuse in game tactics like: tunneling or camping, flashlight clicks or T-bags after a pallet stun or in the exit gates, killer shacking his head after downing a survivor, etc... As a toxic behaviour. Which is to me, is completely wrong.
According to Google (I'm sorry for that):
Being toxic in a video game means - having a bad attitude or behaviour towards other players which hurts the community or the game itself.
So what exactly should be considered as "toxic" in Dead by daylight, and what's not...?
(It's all IMO)
Let's start with toxic, because mostly it's any behaviour or attitude which is braking the basic rules of this game, such is:
- Holding someone hostage.
- Playing with "third party program" (cheats), using broken or unfixed mechanic of the game for your advantage. (bug exploits)
- Playing against your team. (Working with killer, sandbags)
- Insults and threats towards the person judging by the way they played the game. (End-game chat, or other)
To me, If you spot at least one of these 4 points, you can safely say - you're being toxic, or you were toxic.
Now let's go to "Misunderstanding" part or what considered as NOT toxic:
- T-bags and F-clicks.
- Camping and tunneling.
- Playing "scummy" or unfair. (according to survivors)
- Waiting for killer at the exit gates.
- Camping the hatch.
- Shaking the head after downing a survivor. (As a killer ofc...)
- Hitting survivors on hooks.
There is 1 thing I don't know about... It's "suiciding on hooks" or DC-ing from the matches... Is this considered as toxic or not? (I think it's for you to decide)
If someone don't agree with me or have different opinion, you're very welcome to discuss it here.=)
Toxic behavior in DbD can be defined as disrespect towards other players. If a survivor teabagged another survivor instead of healing him up, that is disrespect. If a survivor teabagged another survivor while the second survivor gets a mori from a killer, that is disrespect. When survivors stand in the exit and teabag, that is disrespect. If survivors teabag the killer before starting an escape, that is disrespect and provocation. This, by the way, was spread by a notorious DbD streamer known for his toxicity. The way he commented on his toxic behavior completed the picture. The comments in the after-game chat also prove it. The people who teabagged before are wishing you, and I quote, AIDS or cancer or some other fate in the chat. I have experienced it myself.
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Sorry, I accidentally misquoted. My answer was meant for @SmarulKusia. Perhaps I can edit it?
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I play mainly as a survivor. In my killer matches there were no detectable cheaters, but situations that seemed as if it was not regular. Even after watching the match several times and knowing what perks the survivor had, actions were inexplicable for me.
However, since I mostly play as a survivor, I couldn't see secret cheats from teammates. In one game, a Dwight cheated very obviously. He lay down on the floor and crawled to me in a flash. I let the killer kill me and watched the Dwight. What I saw there was unbelievable and makes angry on BHVR.
What BHVR could do would be to make games end after 45 minutes instead of 120. That way streamers would not get hold hostage for 120 minutes. And the server would have to check for actions that are impossible, automatically archive the match and put players on autoban. That would relax the situation for now, secret cheats would still be possible. But you have to start somewhere.
An anticheat system that is purely client based is not enough. There must also be checks on the server.
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@SmarulKusia said:
I am, by no means one of the best survivor players, I'd like to say I am above average though.
When the big update came, I was largely unaffected as the only 'META' perk I used was BT, cool. But with all the favourable changes to killer, the game has become so lopsided, that I lose my appetite to finish my games nowadays.
I am getting killers that are only ever winning because they are playing in toxic and scummy ways. Not because I am getting outplayed. Not because the killer is good at playing their character. No. Yesterday, I had a game against a Wesker, I wasn't downed once - He was absolutely dog at chase, failed to hit his dash, and just didn't have good map awareness. My teammates were weaker in chase than me, and unfortunately ended up all being sacrificed, at the expense of him pretty much face-camping the hook. Upon the last hook, it turned into a game of RNG, who finds hatch first. Unfortunately, I don't get anything out of escaping through hatch but saving my item. The killer camped on-top of the hatch and when I ran into the room, he slammed it in my face. Why? Just slam it when you find it?
Game after game, I am running into killers that are simply boosted. They can't chase, they can't pressure gens. They are aware of it, and resort to camping the hook of whoever the poor soul is that got caught. You 'stats' say that you weren't happy with the kill-rate, that it needs to be higher? Are you trying to make the killer role braindead? #########? I feel lied to, and betrayed by BHVR.
The quality of the games are steadily going down, where after weeks of not touching the game, 2-3 games is enough for me to not want to touch the game again.
Here we are again. Survivor demanding free escapes.
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And while you all write a lot of words, Otz is streaming right now. He is streaming DbD. He just finished a match with plague, and he chose hag for next match. Just to let you know.
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@HoodedWildKard said:
https://us.v-cdn.net/6030815/uploads/1P6ZA23AS77Q/ac2adc69-3efe-4707-b518-441d523e5dac.png
There is no way me and my mates with our ######### performace as survivors should be getting put against prestige 55 sweat nurses like this. That player probably has more playtime on dbd than i sleep in a year. Me and my mates started playing about a month ago, why does the game think we should be against one of the best nurse players in the world?
Too bad you do not have the perks. My first guess would be "lethal pursuer": This would explain why she was at you at once.
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This season I played 16 matches. I had 3 times Wraith, 2 times Nurse and 2 times Wesker.
Last season I had 15 times Huntress (131 matches played), 12 times Nurse, 11 times Nemesis.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3191313#Comment_3191313
Thats exactly whats happening. Killers get bullied, then take that out on the next group, which in turn take that out on the next weak killer and so on. Thats why seasoned nurses don´t show much mercy. Since they got fed up learning nurse and getting ridiculed by survivors during the process.
A viscious circle only few try to break.
Originally the sbmmr aimed to avoid that. But it seems there is little left of that. As its still impossible to learn nurse/any new killer, while you have a decently high mmr = lots of frustration.
True. I have a theory: if a killer is real mean, you have to find out, what happened in his last match.
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@Audiophile said:
I’m a data analyst. Just sayin…
These stats are non segmented. All player skill levels, experience levels, casual, competitive, all rolled up. In something where experience and skill matters, this vastly muddles the info for any good or better player who wants to know what good or above players do. It’s too tainted with data from new and/or bad players.
Also… huge drop in experienced survivors playing lately so this is based on a pool that is likely much more heavily weighted by weaker survivors.
Also…
Matchmaking is so broken that solo matches are basically all random at this point. I’m a (I guess what I’d have to call a ‘once high MMR / ‘red rank’’) survivor that has been soloing forever and constantly loses from bad teammates, I lose way more than I win because soloing is awful and this is true for everyone. So you have tons of ‘once high MMR’ survivors who have been mashed down into the depths of low to average survivor MMR and low to average MMR survivors artificially brought up a bit from playing on teams with the ‘once high MMR’ survivors. They probably have 80% of solo survivors all in roughly the same MMR range. So yeah… that terrible matchmaking is going to ruin your games and also produce ######### data on how games (supposedly correctly match made games) are going.
FInally… Realize this: Most solo teams are probably like 1 good to great player, 1 good player and 2 average or bad players. (ON AVERAGE). So figure this is an average team. A bad solo team will be tend to have more bad players and a good team will have more good players. A great solo team will have gotten lucky and managed to get a few or all great players. Because of how bad matchmaking is - Bad killers are beating teams average and below. Average killers are beating teams good and below. Good killers are beating great and below. Great killers are beating teams great and below like 99% of the time. And MOST solo teams are average. Meeting a randomly match made solo team of all great players is a holy grail. It ain't happening.
These stats are taking none of this into account. The announcement is their useless review of bad data. If I ran a company I wouldn’t release it. And I have to assume they can’t segment it out because of what I said about MMR… they have no useable, accurate MMR segments because they’re rendered garbage by the way they determine wins and losses.
You're right from a standpoint of being professional with statistics.
And you're wrong at the same time, and you know it. If someone wants to make a decision and needs an argumentation aid, he can cut statistics in such a way that they support the decision.
I'm sure that if BHVR broke down the numbers into ranges that there would be an outcry in the community. That's why they don't publish them. And that way they can decide what they want without regard to facts.
And you know what? It's just a game, this is not a matter of life and death. Statistics falsification in areas where human lives are at stake, I find much worse.
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@ProfessorDunwich said:
MMR focuses on escapes. Even if you get over 20K points and you don't escape, you lose MMR rating. If you have 3 bad teammates, all you can hope for is the hatch. You are highly unlikely to escape. MMR thinks you are a poor player, so you will continue to play with other poor players in an incredibly painful cycle. I suggest MMR focuses on points, not escapes.
Each of the other three bad teammates say the same thing about you: "I didn't escape because I had three bad teammates." And that means you.
It's easy to blame the teammates because you didn't escape. It's harder to be self-critical and analyze what you could do better.
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@PaintedDeath said:
It is okay if you change the way Victor looks.
We understand that you have a pretty strong stance against effecting the way the "Powers" looks to maintain consistency, and we respect you for this.
We want you to know if's okay to give Victor outfits and cute little cosmetics. We know this goes against your rule, we want you to know that we accept that, and are okay with it. The community want's Victor skins.
We understand that, we are willing accepting that this means that Victor, who is essentially Charlotte's power, will be different depending on how you have him equipped.
We give you permission. If at any time we, the community, decide that this is detrimental to the experience, we reserve the right to formally request that Victor's cosmetics be removed from the game, even considering someone may have paid money for them. We give you permission.
Please, attempt coding considering, adding a cosmetic for Victor. If for some reason, adding cosmetics to Victor somehow damages, or harms the gameplay of Dead By Daylight, we forthright give you permission to remove said cosmetics from Victor, so that the game may be more balanced.
Any dissent to this sentiment will be expressed below, and any missing consent will assumed to be accepted as consent.
How about NO? Please remember for the future that you do not speak for the community. Thank you.
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@lady_luck_71 said:
i have been playing this game for 8 months now and playing as survivor is stressful. Playing as Killer is so easy. Killers have perks that allow me to see the survivors and sabotage generators and I am so fast. I never lose. Oh and don’t let me pick the shape, I once played a game that ended in maybe 5mins lol. The one thing survivors had that was unique was dead hard. Put it back
If you play Shape and get 4k in 5 minutes, it means: you destroyed baby survivors by camping them dead.
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@Gaboozle said:
https://forum.deadbydaylight.com/en/discussion/comment/3193313#Comment_3193313
Perk is always level 1 and no prestige. I usually use jill, prestige 7 on her. My friend use ada, prestige 2. The other 2 is random, it's whether they're prestige 10 with full perks slot (and of course, self care) or they're baby survivor that has full perks slot but all of them are level and the build is very random. The killer could be a smurf tho, they can mind game pretty well, know exactly how to play. The matchmaking makes me really confused
My wild goose guess with killers who use one level 1 perk is always: baby killers. Some players are naturals and very talented. Did you ask in after game chat?
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@Gaboozle said:
https://forum.deadbydaylight.com/en/discussion/comment/3193195#Comment_3193195
I don't know the exact word but I'll give you the example. I encountered a lot of wraiths who is only using predator.
Experienced players who mastered the basics can play without perks. Some streamers do "no perks" challenges.
Well yes, there's no doubt on that. They're experienced after all. But why would experienced players be in my lobby tho? I won't say I'm that experienced either (genuinely asking)
Oh, by the way, 4 hours ago I had a match against a wraith. In after match stats I could see that he used no perk, no addon and he had no prestige level. My theory is that he was a baby wraith. He played like a baby killer. He could not chase.
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@Gaboozle said:
https://forum.deadbydaylight.com/en/discussion/comment/3193195#Comment_3193195
I don't know the exact word but I'll give you the example. I encountered a lot of wraiths who is only using predator.
Experienced players who mastered the basics can play without perks. Some streamers do "no perks" challenges.
Well yes, there's no doubt on that. They're experienced after all. But why would experienced players be in my lobby tho? I won't say I'm that experienced either (genuinely asking)
You are not giving informations, best I could do is a wild goose guess. Any screenhot of after match stats? Any recording of a match? We could see how the killer moves and what he does. Is he experienced or a baby killer? What level is the perk and what is the prestige level of the 5 players?
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@Gaboozle said:
https://forum.deadbydaylight.com/en/discussion/comment/3193138#Comment_3193138
I just want to hear what other people have to say about killer using 1 perk and securing 4k. I'm not talking specifically about my gameplay, but everyone who maybe has encountered it (or just their opinion in general). Just curious about what people think, that's all
First thought about it: killer had to do a challenge like the "equip self care only, heal yourself for one time and escape". You didn't tell us what perk it was. But you could check the tomes. We do not know either, if that perk was yellow, as for the first play for that killer, or a lvl 3 one.
Experienced players who mastered the basics can play without perks. Some streamers do "no perks" challenges.
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@Gaboozle said:
I really want to hear what other players have to say about this.
I'm not in a high mmr nor a low mmr. But I've been against a lot of killers that only use 1 perk. Met them like 90% of the time. Most of the times, they 4k.
I also played as wraith once with only 1 perk. Also 4k.
I'm just wondering, should a killer be this powerful? Is this normal? (Using only 1 perk and getting 4k)
Show us the match recording. Then we can analyse it.
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@JoaoVanBlizzard said:
Currently missing skillchecks on generators only serve to alert the killer and cause regressions in the generator, however this is not very punitive when the killer is in chase with another surv,
besides that for survs, sometimes missing skillchecks is indifferent when the killer uses perks like "call of brine", "discordance", "Surveillance", and some add ons reveal a surv in generator even without missing skillchecks leaving the miss skillcheck even more useless
Of course, there are occasions when a skillcheck error can make a difference, but on very situational occasions, I kind of compare it to the "Bleeding state" before the buff, it was useful, but it was insignificant and needed to be improved, now it's much more significant
I haven't come up with any ideas of what could happen, but could they increase the loss of generator progress and leave the surv that missed the skillcheck disabled for a time limit? I wanted to know from you if you have an interesting idea for this:
Just an extra:
Perks like "Technician" and "Corrective Action" could become more useful in these situations, in the case of the "Technician" perk I find it more harmful than useful, because if you miss a skillcheck, you lose more progress than if you don't used it, and the killer is busy with another surv, so this punishment should be removed in my opinion for the perk to work as it should be
good people, that was it, see you later
The crucial question is: why?
Everyone agrees that solo q is currently the weakest part of DbD. Solo q is also played by beginners who have difficulty hitting skill checks. So WHY would anyone come up with the idea of making it harder for beginners to play and indirectly buffing pros who already got their own perk through hyperfocus? That would also be an indirect nerf for solo q and an indirect buff for SWF.
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@MikaelaWantsYourBoon said:
Do you think we need another patch like 6.1.0? Or killers are alright now?
I know they shared new kill rates but rates are telling nothing alone. At least for me. So i am asking this question for your personal exp. But you can use stats too if you want.
Some (!) killers need buffs, yes. In the last season I never played with / against a Demogorgon or an Artist. In 131 matches I played 15 times against a Huntress, 12 times against a Nurse (win rate 50%), 11 times against a Nemesis and 10 times against a Ghostface. So weaker killers need some buffs.
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@Nirgendwohin said:
https://forum.deadbydaylight.com/en/discussion/comment/3191923#Comment_3191923
where can i see my mmr?
Nirgendwo. You can estimate your MMR by observing your mates and your killer. I get a lot of survivor mates and killers who only have level 1 and level 2 perks. It is safe to say I should be low MMR. And I am happy about it.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3191340#Comment_3191340
I dont use math here. I just want to point out: If new players have win rate so low. Would they continue to play or instant quit game?
Im talking about new survivors who has that low escape rate
Because they want to get better?
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@C3Tooth said:
People said at high MMR, killers have less kill so thats fair.
Thats also mean survivors at low MMR have less escape.
If we tell high MMR survivors like Ayrun has 60% escape rate. Newbie / low MMR survivors would have 20% escape rate. For the fact 40% escape in average.
If you think playing a game knowing you have 20% chance to win as killers. Do you keep playing it?
Your math is flawed.
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@Elramos325 said:
I really love what the dev team is doing with dbd but i still feel that certain aspects of the game aren't getting much love or attention ,
Nothing against the devs , they're doing their best , all i want to do is help them to continue to steer in the right direction to ensure the this amazing games potential is drawn out.
1. Hillbilly : The overheat mechanic isnt as bad as people say is, and there are very simple / common addons that can counter it to make Hillbilly feel like his old self ,
HOWEVER , using hillbilly requires a terribly high skill ceiling and the rewards for reaching this ceiling are a bit lack luster, especially when you compare him to someone like the cannibal/bubba who is much easier to use and can outperform Hillbilly in a majority of maps and scenarios,
Here are a few ideas to improve Hillbilly without making him too weak or too strong, while improving his fun factor and rewarding players more for being able to meet his high skill ceiling
Firstly allow Billy to continue to chainsaw sprint even after hitting a survivor, this would Billy to be able to keep up with the stronger killers without making him broken and allow him to keep his chase momentum going until he misses an attack or hits an object
Speaking of missing i feel that billy players are punished a bit to harshly when it comes to these mistakes, the cooldown for hitting a solid object (that isn't a survivor) is too long in my opinion, i feel reducing his cooldown on hitting solid objects with the saw should be reduce by 15-20% for base kit and buffing his add-ons that reduce cooldown for missed chainsaw attacks by about 5-10% respectively.
The buff to his cooldown add-ons for missed attacks might be a be much and maybe isnt as essential but the buff to his cooldown for saw misses would be very helpful for Billy.
2. Trapper : its a shame that people put him low on tier lists because he is a very fun killer but he is definitely held back by the inconsistency of his traps and the tedious nature of setting up his traps, so why not allow allow him more consistency? I feel that his add-ons that make his traps silent, allow for faster placement , and make his traps harder to spot , and not allowing the trapper to be caught in his own traps should all be apart of his basekit as well allowing him to carry one extra trap so he spawns with 3 traps instead of 2, these changes would definitely make trapper a much stronger and less frustrating killer to use for players
I think another good change for trapper would be to make it so when a injured survivor steps on his trap they're given one of 3 status effects at random : mangled , hemorrhage, or deepwound, and will continue to receive each status effect one at a time at random if they're are injured while having any of the following status effect until they have all 3 status effect and if a survivor happens to walk into a trap while having all 3 status effects they will go down but to balance things out survivors will lose 1 of these 3 status effect at random when downed by the trapper and will lose all 3 of these status effect when hooked or healed, also traps are much easier for survivors to get out of AND the trapper cannot place 4 or more traps within 20 meters of eachother (Looking at you basement campers).
3. Nurse : nurse was a cool concept but its an understatement when i say she very unbalanced, her blinks are very powerful , infact they're TOO powerful , so i have an interesting idea for reworking her allow her a total of 5 blinks BUT make each blink allow her to cover 5 meters per blink while also giving each blink a 1.5 second USE cooldown before they can be used again so they cant be repeatedly spammed while also increasing her blinks cooldown rate for her charges based on the amount of charges she has (more blinks saved equals faster charge returns)
Also getting rid of her ability to blink through floors and ceiling because its just absolutely busted in general.
Those we my changes for a couple of the games killers now i want to talk about ways of reducing the toxicity in the game
Giving survivors a cooldown for crouch spamming when within the killers terror radius (each crouch spam within 1.5 seconds of eachother increases the cooldown by 1 second for a maximum cooldown of 5 seconds)
The same shall be down for killers like pig and ghost face as well
Also the ability to crouch is disabled when the exit gates are powered AND if 2 or more survivors are doing anything while infront of the OPENED exit gates besides escaping the gates will slowly be blocked off by the entity and will be opened back up when the survivors leave the opened exit gate area for the same amount of time they have stood infront of said opened exit gate(for example if the survivors stood infront of the opened exit for 20 seconds the exit shall be blocked by the entity for 20 seconds) this will kick in only 5 seconds after the exit gates are opened IF 2 or more survivors are in the opened exit gate area and the timer is reset each time a survivor escapes
This should bring the horror back into dbd while also punishing toxic players who care more about being toxic then escaping.
Also if a killer hits a survivor while theyre hooked and the hit connects the survivors hook timer will be paused by 1 second per hit and the survivors chances of self unhook will be increased by 0.5% per second while the killer is camping the hooked suvivor for more then 10 seconds if the killer is within 20 meters of the hooked survivor , the escape chance will go down by 0.5% per second while killer isnt within 20 meters of hook until self unhook chance returns to base kit amount
Also basement only has 1 hook instead of 4 so killers cant camp basement AND the basement hook will drop when a survivor dies on basement hook
I know these changes are very huge and might even take some time to implement but theyre just some cool ideas i have for this awesome game that'll hopefully improve it.
If you took the time to read this thank you, and may you have a good night and/or day :)
Let us look back into 2016? There were 3 killers, trapper, billy and wraith. And there were 3 kind of maps: McMillon, Cornfield and Wreckers Yard. Survivors were Dwight, Jake, Megan and Claudette. The weakness of Trapper and Billy are the new maps. Can you imagine that Billy once was considered the strongest killer in DbD? Then came the Nurse into the game. Originally she had 3 blinks, and furthermore no exhaustion. Imagine, she could blink 3 times and then another 3 times, and another 3 times. Nurse got nerfed, and nerfed again, and then she got nerfed. Nurse is a shadow of herself, Nurse needs no more nerfing, but all other killers need buffs to get to the potenzial of nurse. And that can be done by reworking maps: get rid of a lot of paletts.
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If you want to buff the trapper, make the red addon "Iridescent Stone" basekit. And no nerf needed.
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@sonata93 said:
I'd just like to preface that I play mostly survivor, but sometimes play killer when I'm feeling up for it.
My reason for creating this discussion is that I played solo-queue and matched with what I can only guess was a three-man SWF and loaded onto Crotus Prenn against a Wraith. I'd just like to clarify that this was obviously a new killer; they had four tier one perks (Wraith's three teachables and NoED), default Wraith skin, and it was pretty clear during chase they had little-to-no game knowledge.
Anyway, I felt so bad for them: whenever they managed to get a down, the SWF just body-blocked and flashlight saved (not sure why as this killer was obviously no threat to them escaping). They completely denied them any hooks, constantly took hits for each other, baited out OTR/DH etc. Alongside this, there was plenty of teabagging, flashlight clicking, and spam vaulting windows/pallets to get attention.
Skip to the end game: they open the gates and decide to stick around for a while before realizing the Wraith had NOED. They got two downs (myself, and one of the SWFs). The other player got hooked and the Wraith face-camped them. The timer was quite low and as the map was so big the others struggled to find the totem and got pushed out of the gates by the Wraith. Anyway, the other player let themselves die on hook, then the Wraith picked me up and let me struggle out to escape: they nodded at me and hit his bell a few times which was really cute. 🤣
Come to the end-game chat and the others are like "Why did you let Jake (me) escape"? and they replied with "because he wasn't toxic and played the game normally". There was then the usual influx of abuse ("GG baby killer", "NOED carried you", "trash camper", etc).
This player added me and we're going to play some 1v1's to improve their chasing skills and they're actually a really cool person. Now I'm not saying all camping/tunelling is warranted, but what I'm saying is that after all that grief these players gave to a new killer, they then expect respect and 'fair play' in return!? You go out of your way to make it a difficult experience for other plays (which is fine as you're not responsible for someone else's fun), but then you can't be surprised when players grief back. Honestly, as a survivor main I cannot stand these types of survivors. Sorry for the rant - it needed to be said.
Thank you for sharing your experience.
It is an old issue: if a killer is weaker than the survivors, the survivors start to bully the killer, being toxic without end. If survivors are weaker than the killer, they start to thrash talk him in after game chat and start complaining and whining in this forum. "Ohh, I can not bully nurse or blight, nurse and blight OP and need a nerf".
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@Iron_Cutlass said:
notice
Before diving into this, I will make it known that with any form of forum post, there is going to be at least some level of bias, even if minimal. Removing bias from a post made by someone, even myself, is physically impossible. We all have our own opinions and ideas which show in what we write and produce in the forums.
Keep this in mind going forward, especially with topics like this that require some level of speculation.
old killrates (Pre 6.1.0 patch)
- Killers: 53%
- Survivors: 47%
New Killrates (Post 6.1.0 Patch)
- Killers: 61%
- Survivors: 39%
What does this mean?
Killer kill-rates increased and survivor escape-rates decreased. Keep in mind these are rates across all MMR and skill levels.
As many of you might know, players who just installed the game are not going to be that good since they are really new. So really low MMR lobbies typically are dominated by the killer role since most survivors do not progress their objective fast enough to escape and most players have no idea what they are doing.
However at higher MMR levels, the killer role really seemed to struggle a lot more than survivor, kill-rates for most players were really low at high MMR since survivors consistently brought in strong perks and items that made gaining the upper-hand as killer really hard.
(This part is where speculation comes in. Take anything with a grain of salt.) Tying back to earlier, the killer role dominated low MMR, and the killer role struggled at high MMR. The goal of the 6.1.0 Patch was to increase the kill-rates at high MMR by buffing the various weak areas of the killer role. This of course increase the kill-rates further at low MMR which were already killer dominated.
Is This Good or not?
Well, it really depends on your way of looking at things. Something like this comes down to subjectivity. There is no objectively right answer here.
Killers have a better chance at high MMR. Survivors get absolutely stomped at low MMR.
There is really not much you can do to buff the killer role without having adverse effects upon all MMR levels. If you buff the killer role, low MMR survivors suffer more. If you nerf the killer role, high MMR killers suffer more. As to rather it would be better to balance and buff/nerf around high, mid, or low MMR comes down to you.
And while we cannot see the escape-rates and kill-rates at certain MMR levels, I believe BHVR's intention was to raise the kill-rates of high MMR killers more align with a 50% escape-rate and kill-rate to promote better balance amongst the highest of skilled players. Just unfortunately, it really did come at the cost of low MMR and mid MMR players.
(Also yes, this is basically what I said earlier, just half the time I have to restate this over and over since people either miss what I say and jump to conclusions, or people just cut towards the end and don't read anything else. Also I cannot stress enough the subjectivity and the amount of speculation needed with this type of post, take everything with a grain of salt.)
Please be civil with any response.
Very well written. And sorry, you forgot about the swf vs solo q issue. There are tournament swf teams that stomp almost every killer, even full time streamers, that make a living from playing video games.
My opinion is that average high MMR killers have to be buffed to be able to compete against average high MMR swf. And then solo Q has to be buffed. One way to achieve this would be reworks of maps. Get rid of too many paletts.
I am saying this as player who plays 90% of matches as survivor. There should not be a thing like free unhooks or free escapes. In my opinion survivors have to earn their escape (and their points). So 47% was way too high and 39% is much better.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3191176#Comment_3191176
Yh nurses are weird. It'll either be an absolute walkover because they can't hit blinks and nurses are slow af. Or they are god tier blinkers who end every chase in 15 seconds
I just rewatched my yesterday's match against the nurse. This nurse ran Nurse Calling and BBQ. One time she chased me down, because I outsmarted myself. Mates played good. I once started to use Self Care, but she came at once after me. Mates worked on their generators. After opening the exits I used Self Care the second time to help my wounded mate, but he made in anyway before I could intervene. We all escaped.
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@Voodoomancer said:
I'm someone who is aggressively average at the game so I don't really sway to either side of the dbd pendulum here. From my years of casual play and discourse with others about the game i find more people will play killer rather than survivor. The reasons given are usually the same throughout: "I like to feel as if I won when I play", "My teammates generally let me down or I do them when i play survivor", and "killers are just more unique to play".
That last one really sticks with me. Every survivor is no different from one another. Of course you can factor in how quiet and hit noise (looking at you bill) in saying they are different but none really play differently to each other the way that killers do. I will agree with BHVR that the incentive is good to have to get more people into the needed roll, but it's almost always for survivors. How would we go about fixing this? What could possibly work to make them more unique to each other while keeping balance in the game?
My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.
While this may be an absolute dumb idea I believe it would essentially create a playstyle from that particular character while still giving them the ability to build either with it or whatever they want. Some people may ignore such a thing, while others strive to min/max their character in a build.
What do you guys think?
Bad idea. This would be an indirect nerf und kill some survivors. It is far too late for such an idea for a game played since 2016.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3191155#Comment_3191155
Looks like we'll just have to agree to disagree. In my experience as killer i kill a LOT of players trying to use self care. When i get beaten by a high level team, I don't see self care very much, usually circle of healing instead. And I'm usually able to get other survivors to heal me like 70-80% of the time. So does indeed seem like we are playing different games. Either that or your mmr is just much higher than mine and your team mates rush gens ehile you heal yourself.
And a 42% survival rate is pretty insane in solo q. How many of those are hatch games I wonder?
I see your point. High MMR survivor do not use self care. They have other options. Low MMR survivor tend to be scared. They hide at the edge of the map or hide in a locker for half of the match. As I use "Bond", I can see it. Low MMR survivor tend to not let theirself healed and not to heal me. If I want infinite heals everywhere, I need Self Care. And playing with low MMR survivors I also play against low MMR killers. BBQ is not used much, and "Nurse Calling" is spoted at once and counteracted by taking a distance.
As for the 42,89%, this is the actual season, since Tuesday. I played 8 matches, 7 were legit, I won 3 of the 7 by escaping through the exit. No single hatch escape. 2 of my escapes were against nurses. In low MMR nurses are good to play against. They struggle more with the controls than with us survivors.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3191118#Comment_3191118
It's very unlikely they'd drop. Self care is an inherently selfish perk. You stop contributing to the team for a long time just to gain a health level. Empathy/aftercare/bond are far better. Any perk that lets you find survivors means you will be healed much faster. Self care lets you heal at 25% of the normal speed, you could literally heal every other survivor in the match faster than you can heal yourself just one health level. Self care is an inefficient perk that marginally benefits the user but hurts the team overall. So yes removing this perk would probably benefit the team as a whole and survival rates.
And tbh if you want to self heal just bring a medkit. Any medkit with the right attachments allows for 2 full heals, one for you, usually at 4x the speed of self care, and a one for another survivor if you're feeling generous. And frees up a perk slot to take something more useful.
In solo Q in low MMR, escape rates would improve if Self Care were used more.
Matches are lost because other survivors go to unhook halflife. Matches are lost when other survivors half-heal and then run away. Matches are lost when other survivors do not let me heal but continue halflife. Selfcare is the ultimate safeguard against bad mates.
Currently I have the rift challenge where I have to heal other survivors and I need 12 successful skill checks. After 2 matches I have gained 2 of them. And I use bond to find other survivors, repair generators with them, heal them, let them heal me or pull the killer away from my mates in the chase. Survivors don't like to be healed and don't like to heal.
So, if you want infinite healing in solo Q, use Self Care. My actual escape rate is 42%, with the help of Self Care, too. Otherwise I would die in every match.
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3191110#Comment_3191110
Self Care is a guaranteed self heal perk. It doesn't rely on finding a totem or hoping that someone else will heal you.
The reason that people use it is because other people cleanse totems and they won't always heal you. It's a self suffiency perk.
Furthermore, people frequently complain on the forum about other survivors begging to be healed and refusing to heal them. So even though people crap on Self Care, they inadvertently force other people to use it.
With the game in its current state, Self Care is a viable option to use if someone doesn't want to risk wasting items and add-ons in very unpredictable matches.
If everyone is potentially going to die quickly, suicide on hook or dc, how is Self Care a bad option?
Every time I read a comment from you, I find that you write smart and clever comments. Please keep up the good work.
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@ByeByeQ said:
Multiple reasons:
- It's easily acquired.
- It's easy to use and understand.
- It can be used anywhere.
- It's always useful.
- Most other perks sadly, are worse.
THIS


