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Woot1234

Woot1234

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Woot1234
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  • In many cases the mori animation would take only a little less time than picking up and placing on the hook and for those running BBQ you also give up on the intel.

    I used it once to kill a survivor who was baiting DS and that's the only time it was useful to me.

    So yes mori is quite useless now.

  • Putting effort into an interactive tutorial takes time. A lot could be achieved with simply hosting some tutorial videos that only play when they have focus, and awards 50k BP upon completion.

    Doesn't stop someone from walking away from the computer and doesn't give hands on practice but even just introduction to the concepts can go a long way.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948616#Comment_1948616

    Honestly I'm not sure that's true really. Once you have the perks you want you never really need BP again as survivor. I'm not saying it doesn't sway people on the fence. But it's not enough to make a survivor main into a killer main.

    It's all about probability. If the BP bonus from BBQ increases the chances someone plays killer by a few %, over the course of thousands of games it has a sizeable impact. If someone has unlocked everything then there's less incentive but me personally as someone with <1k hours and much to unlock it's a strong incentive.

  • When you get destroyed by a toxic SWF but they burned Gruesome Gateau & Bloody Party Streamers so you got over 100k BP.

  • The BP bonus isn't necessary but it certainly entices players to be killer which helps combat long survivor queues.

  • A survivor under the hook is a guaranteed 2k and a valid excuse to face camp because there's a high chance the downed survivor has UB. I know it feels wrong but don't validate the strategy by walking away and letting the downed survivor get up and unhook.

  • Take away the bp advantage of playing killer and let's see how much longer those survivor queues can get.

  • Meh I see 2 flashlights I debate using Franklins instead of Lightborn because Franklins has more versatility.

    Be wary of a full lobby of flashlights. I've played against SWF trying to bait me into bringing lightborn just to switch last minute to key / medkit / toolbox.

    Why would you even engage with these players? Let them say whatever the heck you want and play however you want.

    Also, TL;DR at the bottom of a post: You'reDoingItWrong.gif

  • @kingcarl2012 said:

    My policy when i down the last person and have had fun during a match, if you give up, you get hatch. If you wiggle, you get hook.

    Ugh I hate it when the last survivor is one who played well, no BM etc. and I want to give hatch but they just struggle. On rare occasion I even drop them and act funny to make it obvious and sometimes they don't get it.

  • If I had a Gamestop stock for every time I've been called camper when survivors are obviously tailing me to the hook and hanging around the area, or try to loop me around the jungle gym the hooked survivor is in...

    If you're playing against survivors who make it obvious they are in the area where you've just hooked a survivor, do your thing ignore the hate and punish them for it.

  • 1/6 chance of escaping each attempt means it's rolling a 6 sided die each time. I hope they aren't messing up the language because by wording it as 1/6 each attempt, these must be independent events, so the probability you make it to the 6th attempt = the probability your first 5 are failures = (5/6)^5 = 40%. The 6th attempt has 100% success rate without add-ons.

    This is a geometric probability distribution that stops at 6 attempts.

  • I can deal with not stalking through corn. I can't deal with not being able to stalk a survivor on the other side of some random waist-high loop barrier...

  • @Jamlpr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921218#Comment_1921218

    Perfect solution. Old and new DS countered. Smarter than 99% of this board

    Lol.

    Survivors: "We want infinite DS".

    Also survivors: "Killers shouldn't slug."

  • Not a power but a perk. For every tbag performed in your terror radius the survivor suffers a 5% speed decrease. If within 10 meters of the gates the rate is 20%. Effect lasts for a/b/c seconds. Effect does not trigger until 1s passes (to ensure a survivor doesn't realize it's effect until it is too late)

  • @Kellie said:

    You can't nerf people playing with friends. If you do that the game will die, I don't get why DBD is the only community that has issues with people playing on comms.

    Because the game is not balanced around it. If we embrace comms then build it into the game itself and balance the game around it's existence. As is, comms is a de facto 5th perk unaccounted for in game design. Like try playing hag, trapper, or jumpscare Mikey against SWF + OOO... and like any perk, some games it makes all the difference some games not. But a killer needs an incredibly thick skin to deal with the BS from SWF calling out totems, coordinating hook bombs, hook blocking, flashlight saves, calling out gens to work on when killer in chase, who has UB and can be left slugged, etc..

    Seriously all y'all who say SWF with comms is no big deal, are you all either red rank killers who destroy everyone or survivor mains? I can't rationalize it any other way.

  • What I hate most about a stealth player making it to the gates is often the one left on the hook is the one who gave me a fun game with good chases and back n forth with generators.

  • PC isn't the advantage. Keyboard + mouse is. Yeah there's some exceptional players who can dominate with controller but for most players, nothing can beat precision of a mouse.

  • I argued the following in another post: assuming you don't place much value on dull totem aura reading, instead of running undying just run a second hex perk you equally prize to the one you're trying to protect.

    If the second hex goes down first, it's no different than if it were undying. If the DH goes down, this is no different than running the second hex with undying.

    Work through the scenarios. As long as you have two hexes you highly value, just run them both. And expect that due to RNG sometimes you'll lose none, one, or most likely both anyway.

  • @Jholla31 said:

    Also, I was only playing Bubba for a daily, not even to sweat or be memey or with the intention of facecamping.

    Don't have to justify yourself. As you said, they made it clear they didn't want a normal game.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893250#Comment_1893250

    I said it should be within so and so meters instead of the terror radius

    Yeah I'm agreeing with that idea but not necessarily the stuff about killer being within that range of the hook for 6 seconds.


  • I would leave everything as-is except change from being in TR to being in some distance of the killer. It would be far more predictable. One needs to think through all the consequences, like it also means BT now works with Freddy when the survivor is in dream world. I am a killer main and don't have a problem with hook diving. BT encourages risky survivor behavior and often I can parlay it into downing the unhooker. Burn a hook state and get another PGTW? Yes please

  • @[Deleted User] said:

    Running Kindred is a good start.

    Dear lord kindred is a perk I refuse to run in solo q for my mental health because of how many times I wanted to scream at my teammates when I found out I looped a killer for a good minute and they aren't working on gens or are hiding in corners

    @HellDescent said:

    There's a difference between trying and actively playing. Killer is easier and survivor is harder in lower ranks. Then in high ranks it becomes the complete opposite. Survivors will not waste resources anymore, know tiles and totem spots etc. Meanwhile killer has to rely on survivors making mistakes in order to catch them

    This. If you're a seasoned killer you're getting all the red rank SWF who are in their 10 minute queues. I occasionally jump over to play survivor and I'm amazed at how poorly both sides play, with the killer usually getting the upper hand.

  • @RayrafLPP said:

    Not being too focussed on a special perk, just because I saw that people dont seem to understand what a good balancing is.

    So Perk A Gives you an abillity that increases you survivabillity in a chase by roundabout 3 seconds perk chase.

    Lets say you get chased 3 times a match so the perk gives you 9 seconds on average er match.

    Perk A is considered a good perk, balanced as both killers and survivors like to call it.

    Now Perk B get released and It Gives you 30 extra seconds on average per match.

    People complain about it: "Its not balanced! Too OP! pls nerf!

    After a while the perk gets a nerf, it now gives you 27 extra seconds per match on average.

    Now people come again and say: "Its not balanced! Too OP! pls nerf!

    But other people now say: "It already got nerfed, you guys are never happy!"

    So If you think Perk B is in a balanced state now because it got nerfed... it isnt :)

    just because something gets nerfed it does not mean its balanced now. it is a tiiiiiiny bit more complicated then that.

    Again, not pointing a finger on a perk here. Just explaining that its not that easy :)

    I get what you're trying to say here but I dispute the way you try to argue it. No one I hope is comparing perks on the basis of their duration, or complaining one is unbalanced on the basis of its duration. They're evaluated on the context of how or when they're active and the effect they have.

    Being specific, killers dislike DS not specifically because of its duration, but because of its *unconditional* duration. There are plenty of ways the perk could be balanced to be an anti-tunneling perk that don't involve shortening its window, e.g. it is disabled if they work on a gen, get pulled out of a locker, etc.

  • From Behavior's POV, "If everyone's mad at you, you must be doing something right"

  • @Yamaoka said:

    As killer: The first thing I do is complain about the fact that I usually spawn exactly on the opposite of the map whenever I bring a hex totem so I end up getting paranoid about survivors spawning near my totem and as a result I give away the totem's position like a dummy.

    As survivor: The first thing I do is locate the generator that's exactly in the middle of the map as I want the remaining gens to be as spread out as possible.

    LOL DbD has both types of hex spawns. Those that spawn next to you as killer in plain sight of a gen, and those that spawn on the opposite side of the map next to the survivors :)

  • @[Deleted User] said:

    Sounds like a lot of people are running naked hex perks. If we know they can be called out, why are we leaving them vulnerable? Smh my head. Don't just run Devour and nothing else. Ruin/Devour/Haunted. Gg

    Maybe I was running a backup hex perk like Undying / HG and they took that down already. In either case, needing to use a second perk to prolong the life of a hex may mitigate, but is really unrelated to the matter of imbalance between SWF and non-SWF.

  • Every now and then I boot up DBD and play a match during the day when I want to disconnect from work, and I'm asking myself who the heck are these other schmucks playing during the day instead of doing something productive like study or work? And then I realize they're probably thinking the same thing about me.

  • @zqx said:

    https://forum.deadbydaylight.com/en/discussion/220581/am-i-the-only-one-who-has-a-normal-killer-experience

    No

    what you describe is exactly what every killer experiences, it’s just that 1 in 10 ten odd games they get ######### on by some sweaty seal team 6 swf

    They feel compelled to come to the forums to complain about it and how unbalanced the game is, they forget to mention they just 4kd the 5 games before they got beat.

    most killers on these forums have a 4k or the game is unbalanced mentality.

    and on the flip side the survs who complain usually have the “l didn’t escape, the game is unbalanced” type of mentality.

    I think 1 in 10 is too low for late night. I can only speak to my experience as consistent purple rank killer but 3 in 10 is seal team 6, another 3 in 10 is more semi-casual 2-3 person SWF that can go either way, the remaining 4 in 10 is solo queue or maybe super casual SWF just messing around and i often find myself pulling back because it's a chance to lower my blood pressure after the seal team 6.

  • Great story and glad to see someone not complaining about iri heads! Thanks for sharing.

    Kinda curious what the killer perspective would be. A key got two survivors out and one of the last got out due to UB. Tough break for killer. The last minute Felix hopefully compensated a bit.

  • Where are you located and what time of the day do you play? Because that seems to be indicative of the types of survivors you get. I'm west coast US and personally when I find the chance to play during daytime it seems to be fewer sweaty SWF than late evening.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881312#Comment_1881312

    I mean, whats the point of bring inFlashlight if u immuned with Lightborne?

    Not mention Monstrous shrine is top tier and never get nerfed

    The only way I can understand this comment is by assuming it is sarcasm

  • @lagosta said:

    Favorite: Midwich. I really like the atmosphere, don't care about balance.

    Least: Purgation temple. Really think they missed a great opportunity here by moving the temple into the black forest. So much potential for an open desert with a temple carved in solid rock.

    With Purgation temple, there's that whole lower level of the temple with pallets etc and I've not once ever had a game centered around the lower level. On rare occasion you catch a survivor on the lower level gen he's running right back up the stairs and outside. Then when the basement is off that lower level it's largely inaccessible.

    I feel some map designer felt the lower level of the temple would get some play but it's largely dead space.

  • Three things:

    1) Are these ever new killers? Sometimes I've seen new killers who just don't know any better.

    2) Assuming it's a killer who knows what he's doing, maybe he perceived you're a SWF and decided to just wreck your game. Or, he's baiting you all to dive bomb the hook.

    3) Are any of you toxic? Depending on how fast that first gen went and any gameplay before then, maybe instead of going off and facing a corner he decided this was a more spiteful approach.

  • To keep your sanity and joy in the game, i strongly recommend you take one lobby at a time in deciding to be toxic. Join a P3 lobby with items? Anticipate toxicity. Experience BM in the match? Have at it - camp tunnel do what you want.

    But when you encounter survivors who give you a good game and don't bully you or purposely try to irritate you, let one or two go or see if you can mess around to rack up some BP together. It's cathartic when you pay it forward to fun survivors

  • The reality is that forums are not good ways to track bugs. You don't have good discoverability, dedupe, a way for users to "me too" an existing bug, etc. Internally, Bhvr is probably using software like Jira for this.

    It would be nice if Bhvr allowed user-reported bugs to be public and let users browse those, assuming they are using some issue tracking software internally.

  • Oh the true Scotsman fallacy. A real killer wouldn't bring FD!

    You get slapped and drop your item you can go get it later. It doesn't even trigger for all attacks e.g. Bubba chainsaw.

    For a killer against a loaded P3 lobby, in addition to disrupting the planned play style of the survivors it can be an effective anti-bully perk. Want to body block the hook, clicky clicky your flashlight? It may cost you.

  • I had half the heart to make a similar post to this one. My suspicion is Bhvr is running experiments to collect data, although that may be giving a small company like Bhvr too much credit.

    A well designed matchmaking process could be handled via a statistical model*, with potentially hundreds of inputs - player tenure and performance, historical perk or killer selection, SWF vs non SWF... there's a lot of variables. Even if Bhvr isn't modeling this as a true statistical model, you still need data to get to a formula.

    Which means Bhvr needs data, LOTS of data. It isn't enough to just use the data Bhvr naturally gets via the current matchmaking process, as the dataset will be biased and not robust. To get the data you need, you have to experiment. And Bhvr owns the matchmaking process so it is (theoretically) easy to run any experiments they need.

    Of course, all of the above may be complete bogus, but believing the matches are this way for a reason make them more tolerable when the matchmaking is way off.

    *If bhvr's goal is 2 kills per game, then any number of generalized linear models could work, where the model is trying to predict the probability of a killer getting two kills based on the inputs. GLMs would be a great first step, ML model would be more powerufl.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1879301#Comment_1879301

    you are not listening to @EvilBarney666 argument.. Devour power is being hidden until it's too late. With Ruin, there's a (much) higher chance for it to be cleansed.

    Running DH with Undying doesn't take away the "hidden" mechanic, but also adds the benefit of having a second chance of DH doing its job.

    The counterargument is that DH + Ruin is bad because Ruin will make survivors go totem searching. While true, you are also getting the benefits of Ruin during this time. Nevertheless, if you don't like Ruin +DH because it increases the chances of all your hexes being cleaned, then replace Ruin with any other hex that isn't so immediately apparent it is in play. I still feel 2 strong hex beats 1 strong hex + new Undying because for all of these you can run through the what-if analysis of which one gets cleansed first and it always comes down to the fact that until your first hex goes down, you have two hexes with offensive capabilities vs. just one. Obviously I'm severely discounting the dull totem aura reading's benefit.

    @xenofon13 said:

    Killers after the undying nerf. Back to 2018. Camping the ruin and devour.

    My preeeetty...

    https://us.v-cdn.net/6030815/uploads/XMGGCB2ELY7D/screenshot-20210117-030439.png

    If you camp your totems while running Devour, doesn't that increase your chances of hooking someone near the hex, eliminating the ability to camp hear it?

  • If a killer values Ruin and DH roughly equally, it works out this way:

    1) If they stumble upon the Ruin and cleanse it, the Ruin was basically Undying with gen regression

    2) If they stumble upon the DH and cleanse it first, the DH is basically Undying with the upside to expose survivors

    If survivors scramble looking for Ruin and find my DH first Instead, this is scenario 2

  • And the basement sits below a reliable safe loop with window that good survivors even once the pallet drops can make life difficult. And if there's another survivor in the area waiting to stun the killer hauling someone, that pallet can lock down one of the two entrances. Depending on distance to shack that can force the killer to go elsewhere. So high risk high rewards for shack tile.

  • @SweetTerror said:

    I know BHVR tries to entice players into playing Killer with more bloodpoints, but the lopsided matchmaking and general toxicity is what keeps most people (especially new players) from playing Killer.

    I wish there were a bot mode like there is with the mobile game. At least that way I can have a fun match without having to worry about all the previously mentioned downfalls that DBD is known to have.

    How do they entice killers with more BP? If you're thinking BBQ, yes and no, as that consumes a perk slot.

  • I actually think BBQ is broken. For some reason whenever I face red rank survivors the aura reading is broken you never see any! Devs must do something about this!!1!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874721#Comment_1874721

    Seriously. Or even just giving expected queue times on the main menu as a nudge for people who don't care that much to play the side with fewer players.

    I have a feeling if they displayed queue times people would not wait and go do something else, which would lead to drop in players. As is, the unknown wait time keeps people around and then at some point they probably fall prey to the sunk cost fallacy and keep hanging around.

    @Ink_Eyes said:

    They could give more BP to people who play killer to see if that gets more people to play...IDK it would be nice to get more BP after a stressful SWF match.... 😓

    You sacrifice a perk slot but BBQ is the closest we have to BP boost for killers. A good game + good offering can be 80k BP.

  • @halfmanhalfape said:

    Yeah soloq can be very frustrating. It’s especially frustrating when you know the killer didn’t deserve the 4K and got one anyway because my teammates made some wrong decisions.

    Now that undying is getting nerfed a lot less killers are running it and that makes soloq so much more fun. It’s so obvious how strong ruin undying is in soloq because the killer gets an easy 4K very consistently and sometimes still 4Ks without it.

    I’m still fairly new to the game and so have a lot to learn, but the one thing I found most useful in soloq is to equip kindred. It gives you so much information. Bond is also really good since you can find teammates when you need to heal or find teammates who need healing.

    As I’ve gotten better and can loop and lose a killer I can sacrifice iron will and dead hard and bring info perks instead.

    The opposite perspective is how many times as a killer I deserved 2k+ but didn't get any because I made some wrong decisions. And unlike being a survivor, there's no one who can help you when you make them.

    @halfmanhalfape said:

    Yeah soloq can be very frustrating. It’s especially frustrating when you know the killer didn’t deserve the 4K and got one anyway because my teammates made some wrong decisions.

    Now that undying is getting nerfed a lot less killers are running it and that makes soloq so much more fun. It’s so obvious how strong ruin undying is in soloq because the killer gets an easy 4K very consistently and sometimes still 4Ks without it.

    I’m still fairly new to the game and so have a lot to learn, but the one thing I found most useful in soloq is to equip kindred. It gives you so much information. Bond is also really good since you can find teammates when you need to heal or find teammates who need healing.

    As I’ve gotten better and can loop and lose a killer I can sacrifice iron will and dead hard and bring info perks instead.

    As a solo q, I purposely don't equip Kindred because I don't want to know what stupid things my teammates are doing.

  • @halfmanhalfape said:

    Yeah soloq can be very frustrating. It’s especially frustrating when you know the killer didn’t deserve the 4K and got one anyway because my teammates made some wrong decisions.

    Now that undying is getting nerfed a lot less killers are running it and that makes soloq so much more fun. It’s so obvious how strong ruin undying is in soloq because the killer gets an easy 4K very consistently and sometimes still 4Ks without it.

    I’m still fairly new to the game and so have a lot to learn, but the one thing I found most useful in soloq is to equip kindred. It gives you so much information. Bond is also really good since you can find teammates when you need to heal or find teammates who need healing.

    As I’ve gotten better and can loop and lose a killer I can sacrifice iron will and dead hard and bring info perks instead.

    The opposite perspective is how many times as a killer I deserved 2k+ but didn't get any because I made some wrong decisions. And unlike being a survivor, there's no one who can help you when you make them.

    @halfmanhalfape said:

    Yeah soloq can be very frustrating. It’s especially frustrating when you know the killer didn’t deserve the 4K and got one anyway because my teammates made some wrong decisions.

    Now that undying is getting nerfed a lot less killers are running it and that makes soloq so much more fun. It’s so obvious how strong ruin undying is in soloq because the killer gets an easy 4K very consistently and sometimes still 4Ks without it.

    I’m still fairly new to the game and so have a lot to learn, but the one thing I found most useful in soloq is to equip kindred. It gives you so much information. Bond is also really good since you can find teammates when you need to heal or find teammates who need healing.

    As I’ve gotten better and can loop and lose a killer I can sacrifice iron will and dead hard and bring info perks instead.

    As a solo q, I purposely don't equip Kindred because I don't want to know what stupid things my teammates are doing.

  • @Bwsted said:

    I wouldn't say he's OP. He suffers though from a few issues that turn him into a somewhat very easy killer despite already being strong at base.

    Namely:

    • Bamboozle just makes him into a mindless pallet chugger. Vaults are the place where the chase interaction and mindgames take place and this perk just denies all of that. It's either give the pallet or get downed. However, it could be argued that the issue lays in the perk rather than the power.
    • Dedicated servers work terribly on his stuns. Basically, if the survivors time the pallet stun correctly when he's chainsawing, most of the times he still gets the pallet break without the actual stun (the survivor will receive the score event, though). And that's if the survivor doesn't get dedicated through the pallet. That's actually a bit of a big deal, because that's the only thing the survivor can do and it also has a skill component.

    So, in essence, he has two counterplays and both are taken away by design issues.

    There's also the whole camping thing. However, if the devs wanted that to go, they would've fixed it. So, I'll assume that's intentional. Which is even worse in a sense.

    This is interesting observation with pallets. I frequently have the opposite experience where I am not respecting a pallet while using chainsaw and I get stunned with no pallet break. I try to time my arrival to the pallet just after it falls so I break it ASAP and if I'm too early I lose the saw and eat the stun.

  • When do survivors force me to camp? When I'm dominated by a SWF that's irritating and on the last gen I hook some poor guy. At that point I'm camping because I know

    1) I'm losing if I keep playing as I normally do

    2) I can count on the SWF to not simply leave one behind and I have a chance to snowball.

    Also admittedly these stand-offs with the SWF can be very fun as they trade hooks and try to use BT, DS or body block.

  • @Bardon said:

    I'm a beginner killer and I don't play Huntress much so this may be a stupid statement, but if they're that close then why not just M1 lunge? Okay if you've got a hatchet ready to throw give it a fling. If it hits great, if not they're in bopping range and it seems like that'd be quicker.

    I freely admit I may be missing the bloody obvious! :)

    You M1 a survivor you have to wait for Huntress to wipe off the weapon. If you hatchet a survivor there's no waiting period. Skilled Huntresses will leverage hatchets close range to quickly down a survivor at full health.

  • Yeah my bad...

    So some real advice for OP. If you're playing on Switch because you need to be mobile on a small screen I suggest trying Stadia on your phone and bluetooth a console controller to your phone. If your internet is decent and you set resolution at 720p the game quality is fine and you don't burn through too much data. Benefit to Stadia is then you can also play from any laptop using keyboard/mouse too.

  • My hope is a decent MMR reveals that ranks are only loosely correlated with skill, and that was the takeaway for me from the January dev update.

    Also, if queues are long on one side there's a simple remedy: play the other side.

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