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Zozzy

Zozzy

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Zozzy
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  • @Mandy said:

    Hawkins has been permanently removed from rotation...at the same time as Stranger Things was removed from sale in the store. I do not know where the idea that this map was returning came from, but it's definitely not the case. Maybe you mean Haddonfield?

    Same layout, different skin.

  • This one should. Infact this one should be deleted and turned into something else. Free team wide healing is not healthy.

  • @GillyBeannn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877039#Comment_2877039

    I'm gonna be honest as well, I hate going against coh as killer, but that perk is what finally did something new with the meta even if it was very unhealthy. If it does become a bad perk now, then yeah the survivor meta would just be reverted.

    It only changes 1/16 perks. the rest still ran full meta.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877043#Comment_2877043

    I don't see point of COH over self care now. Why use COH where I need to spend time running to a boon/spend time blessing a boon when I can just self care at 50% anyway at the first safe spot?

    A single heal perk for the entire team, so the rest of them can run something more powerful.

  • @BabyCameron10 said:

    You know, as much as I despised COH. I don’t think the healing speed was the problem. The problem was that there was no limit to healing.

    I guess we will see BT, DS, DH and Unbreakable again :D

    Exactly.

  • See how it goes... It's still unlimited healing that sits in the corner of the map that no killer has any business being in.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871515#Comment_2871515

    Lol, SB is way more than "just helps in the beginning of the chase".

    Survivor can keep SB 90 or 99 in the middle of a chase and when the killer is close enough, they're gone again.

    Also repairing gens in a dead zone SB can help you to get out of there, DH can't do nothing about that.

    SB users can avoid 1 shot killers easily wasting their precious time and power.

    How do they get it to 99 beyond fat luck? Either they are not doing gens and just constantly running or they are lucky, or cheating to pretend thy do it every chase.

  • @danielmaster87 said:

    If I know they're in my body, I just swing in place and down them.

    I guess they are just circling me insanely tight.

  • No this isn't dumb tech...................

  • https://www.youtube.com/watch?v=ou6lHShdYX4

    Some more evidence of this bug.

    When will it be fixed? I refuse to believe this is intentional. Nobody can be that.............

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872939#Comment_2872939

    That's your definition. In my experience throwing involves sabotaging matches in general. Talking about different games in general here, not just dbd... People who "throw matches" often sabotage their team mates too, or refuse to participate in normal gameplay or perform actions that lowers the chances of the team winning.

    In DBD, you also have to ask yourself... What IS a win, really?

    It's a team game, survivors VS killers. I consider it a win for the survivors if a majority escape. Killer wins if a majority dies. It's a draw if half escape and half die.

    "Throwing" is short for "throwing the game". So if I make sure all the survivors escape and then I choose to die at the end, I am not throwing the game. I helped all the other team mates survive, and took one for the team. That's not throwing.

    Throwing would be, if I got downed first, and then kill myself on the hook and leave the rest of the team to play the match on their own. Or, if I spend the whole match crouching around the edges and refusing to help the team or touch any generators. That's also throwing.

    Either way, that's not what this topic was meant to be about. The point of this topic is that the purpose of MMR systems is to get decent matchmaking, and calculating MMR based on escapes and deaths is an awful way to determine skill level in order to find fair matches. It feels pointless to talk to you because you ignore all the points i make about the MMR system being bad, and just talk about the definition of throwing. So i'm gonna leave this here as I've already made my point in this thread, and I hope developers find this and read some of the points about the MMR system.

    A win for killer is a 3 or 4k and a win for survivor should be a 3 or 4 man out. The problem is they treat survivor as a 1v1v1v1 while killer is a 4v1... If they actually changed survivors goal to get as many out as possible then the game would be better.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2873100#Comment_2873100

    Whether or not you thought the nerf was enough is your OPINION, which holds no factual evidence nor statistical numbers.

    A mere conjecture should not be the focus of balance in a game like DBD. If I feel like Call of Brine is as much oppressive as CoH for survivors, that's just my opinion.

    But it isn't just me, it isn't just this forum. peoples distaste for the perk and what it has done is everywhere that dbd content is present.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872841#Comment_2872841

    I don't think it ever was, at the start of it all it took a couple weeks of MMR being on for it to start working properly according to BHVR themselves so chances are it was the old matchmaking which even though it took a little longer it was a more balanced match and after "MMR" started working properly a few weeks into it , it's just been a throw em anywhere type system with rank or hours meaning nothing, you could be a brand new player getting a 6k hour opponent

    Bruh...

    I know some people can't tell the difference between good and bad survivors, but these people were running past pallets and then face planting walls while nobody does gens and they all die at 5.

    Yes it was working to an extent and did give you the newest of the new if you forced it.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2873036#Comment_2873036

    You do realize COH was nerfed not so long ago right?

    You say as if the devs never touched upon balancing the perk.

    They basically didn't. That nerf was to give white knights amunition to defend them. Everyone knows the problem with it and it isn't 1 second extra healing.

  • It's simple.

    Oi dev's! Circle of healing is op and has destroyed the game. Please change it.

    "dev's" Here.. we increased the healing time by practically nothing now shut up about the real issues with COH.


    Repeat that interaction for every other issue on both sides and here we are.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872875#Comment_2872875

    It was not same before. If you watch video, you will understand. You are taking 10m distance without add-ons for example. Let's say travel takes 1 second. If you use add-ons, you are taking more distance but travel time is still 1 second. This was Omega-Blink Nurse. And with this add-ons that possible again.

    BHVR nerfed this long time ago.

    nah man. you have no idea what omega was like lol...

    Omega kept base blink charge time but was able to blink further with it. a 1 second charge with the base would blink say 5m but an omega would blink 10 for the same charge time.

    What we have now is a faster movement to make up for the longer charge time to travel the same distance as a base blink. i think... Again from memory they wanted to keep the muscle memory the same.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872824#Comment_2872824

    This is bug and i wanna see this fixed.

    You really want to abuse bugged add-ons, don't you?

    When the made the change to these addons they said they wanted it to keep the muscle memory of the base blink. How do you do that while adding 30% to the blink time? by making it up with the speed so the survivor can't run further then they would without it.

    Unless i am mistaken and the 30% only happens after you reach base blink range?

    Then again i normally play her without addons because she is my farming killer so i could be mistaken if i don't remember it being slower.

  • @The_Krapper said:

    MMR is, was and always will be fake , their just throwing you with the fastest match possible. This stuff happens in pubs as well where a whole squad of rank ones get someone who just started the game and have no idea how to play, it's honestly laughable when these streamers put "Top MMR survivors vs me" in their videos, it shows me they're just baiting views and honestly don't have a clue about matchmaking, they put that in the title and then some survivor throws down shack pallet without looping it and still somehow goes down in ten seconds lmao yea top MMR alright.

    At the start it was real. I spent 2 weeks just losing every game. I refused to kill anyone and just slugged them and let them leave. The games got so easy that it wasn't funny.

    It could be the smaller playerbase here, but i do get confirmed swf most of the time.

  • You really want her to have base blink or just be awful don't you?

  • We have. The problem is bhvr says its to much work and have shown it with the map reworks but not changing the map layouts. They even sometimes mde it worse for killers. (the game and buffing eyre of crows)

    They are clueless and refuse to listen to anyone but themselves.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872101#Comment_2872101

    wow... 🙄 I guess you would call a 0.002 second decrease to exhaustion timer a meaningful buff to yeah?

    This was a QOL change more than a buff and didn't really change anything about the killers. It was super safe and should not have taken so long. I guess we will need to see what the rest of the addons do, but i am not holding my breath.

    A meaningful buff to ghostface would be that hitting a survivor does not deplete their exposed meter. What he got was a qol update that doesn't change his viability.

  • @Aven_Fallen said:

    Just love it that they just dropped another Dev-Notes full of Killer-Buffs and STILL people say that the Devs cater to Survivors.

    Yikes³

    wow... 🙄 I guess you would call a 0.002 second decrease to exhaustion timer a meaningful buff to yeah?

    This was a QOL change more than a buff and didn't really change anything about the killers. It was super safe and should not have taken so long. I guess we will need to see what the rest of the addons do, but i am not holding my breath.

  • @Hannacia said:

    I'm glad he's getting decent 2 new addons and i'm glad the stalked survivor cannot reveal him anymore and the new timer that the stalk has...but at the end he is still a M1 killer who struggles with big maps and boons.

    Same goes to legion to be honest the changes legion is getting is in my opinion really really bad.

    I used to main both of these killers but after the boon economy i stopped and i probably even after these changes wont go back. Not until CoH or boons overally are fixed.

    They didn't even take away the power reset if you hit a survivor with a normal m1.

    Nothing will change unless one of the addons gives some kind of healing denial or insta down.

  • Legion changes are meh since you still lose your power and need to charge it if you m1 a survivor.

  • I mean... if you know anything about ohm it's understandable why anyone would do that.

  • I turn sound off and listen to music on killer when i want to chill and tank my rank without forcing it lol

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2869606#Comment_2869606

    Well hatch escapes are neutral currently and I have no problem with that as it is. If you get out the gate but your teammates all died well you're one person who made it and I see it as a squeaker of success and should grant minimally.

    Nope. Perhaps you get slightly less negative mmr than the ones that died. But you and your team failed and you should not gain mmr.

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2869566#Comment_2869566

    YOU had an issue with it. You don't see measuring a win based on did you and others survive

    Again based on what you said... If the killer ping pongs and ignores you but 3 people still got out while only managing a single kill, all survivors gain rank because 3 escaped. How is that telling you that you failed exactly?

    If he kills 2 people then nobody moves. The game was a draw.

    If he kills 3 then you did fail. Even if you get the hatch.

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2869520#Comment_2869520

    To determine whether someone's ratings to improve or drop it needs hard facts of data to look at. That's why I think a system based off your survival number of teammates survived should be used. You can't pop gens while being the distraction. You're saying that if the killer ping pongs, kills one of those people, ignores your attempts to take a late chase and you finish the last gen while one person dies you're putting it as "you failed to save your teammate, that's bad for your skill rating." Killers can, will and should ignore one survivor. They need to hook someone to get someone else off the gen. "Hook 4 survivors once, then 4 a second time and have hooks 9-12 be your kills is just not viable. If the killer does not spread hook states around to no more than 3 survivors they will not consistently do well. Killers need to aim for their first kill being at about hook number 7. Plain and simple and both mains and occasional killer players know this.

    3 escaped and you and the dead survivor got a rank up. I don't see your issue

  • SWF isn't, the way the game ignores their existence and pretends everyone is solo is the problem.

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2869388#Comment_2869388

    Well, if it doesn't mix the two you get a scenario where it doesn't value your ability to survive. I think your survival should hold more weight than that of your teammates but not to a point of just your survival like it is now. If you die it shouldn't reward much if it all but if only you survive it shouldn't be a big win.

    That's the point. Your singular ability to survive doesn't matter. It's your teams ability to survive and what you do to help each other and get as many out as you can that matters.

    This could be you distracting the killer all game while the other 3 do gens and escape, or you running in to take hits and get clutch saves during end game etc.

    If someone is on death hook then it is more beneficial for you to run in and body block the killer, even go down and force them to hit you twice. Than it is for you to sit on a gen and ignore it like the current system promotes.

  • Missed the part where you clarified survivor vs survivor :P

  • Killer hex - Boom

    Survivor boon - snuff, snuff, snuff, snuff, snuff, snuff, snuff, snuff, snuff, snuff, snuff, oh the gates are open

  • @Tsulan said:

    Why not add passing though survivors as well?

    B-but then you could actually hit the survivor you want! Can't have that because that isn't fun for the people that matter is it?

  • @N8dog said:

    I think it should be a mix of "did you survive?" As well as how many teammates survived. How do you like this?

    Everyone lives=max points

    You and two others=very high points

    You and one other=high points

    Only you=moderate points

    Everyone except you=low points

    You and 1 other dies= no points

    You and 2 others die=lose points

    4k=lose a lot of points.

    You have 5 ways of winning vs 3 where you lose points.. no

    Survivors need to learn to lose and get use to it. Your idea still promotes being selfish and banging out gens asap with minimal interaction with the killer. My idea and they way idv does it promotes the team to protect each other and get as many out as possible.

  • @IlliterateGenocide said:

    Flashlights are the weakest item behind keys and flashbangs/firecrackers

    When used with an organised team who purposely go down under a low wall loop pallet and their two buddies just hover around waiting for you to chase or pick up. They are one of the strongest items in the game.

    You only need one survivor doing gens if the other 3 can prevent you from ever getting a hook.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837619#Comment_2837619

    If someone says 'watch the winrate pile up', the term 'viable' is an understatement.

    If you're expecting to 4K every match, the issue is your perception of balance, not the actual balance.

    I guess you haven't reached the rank where nothing you do seems to matter and it is down to the survivors? When the outcome is caused by physical game mechanics like myers on the game then how is that balanced? This is assuming everyone knows what they are doing.

  • It use to be faster until they nerfed it while giving base kit slightly faster kick speed. They made sure to make it slower for some weird reason.

  • Start solving the box the second you dodge a chain and before it lands. No more will spawn once you do that

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2867985#Comment_2867985

    I played solo since 2018. Except odd game with friends here and there.

    I understand it can be tough but I personally have much better experience than before for some reason.

    I am mostly satisfied if I don't play surv at early evening eu.

    Because you have decent survivor mmr and team mates.

    I rarely ever played survivor beyond daily's and have only started to play it more after mmr came out because killer is insufferable. This means i started at low mmr and it just got worse and worse as i learned to play survivor. Obviously the killer would tunnel and camp me because i was the "weak link". Now i am stuck here, even if i run the killer for 3 minutes.

    The game occasionally throws me some good survivors because a 3 man was looking for a solo, and guess what? we win with a low hook count. Then i get thrown to the wolves again the next game and get Blendette crouching at the edge of the map for no reason.


    Looks like i had a stroke while writing this.

  • Mori does nothing so why not?

  • @Shaped said:

    I just ignore mmr and treat it as it doesn't exist for surv. If I feel like sacrificing I do it. Either for teammates or giving the killer a kill.

    And I honestly feel better playing like that instead of focusing on escapes all the time. Suprisingly I still get decent teammates pretty often. I didn't play for a while tho but I did the same thing before the break so things should have changed by now. I don't notice any difference in teammates I get unless I play during the day/night.

    Can't ignore it in solo q. Your team mates make it impossible to win.

    Scott jund made a video about it before he left for elden ring. He is stuck in low mmr and can't get out without swf.

  • Make her 50% speed with a single blink that only goes 10m with a 30 second cooldown and the fatigue time lasts 20 seconds to give survivors a chance to hide.


    There you go.

  • Now you know not to use auric cells.

  • Easy to use anti loop killer. What do you expect?

  • A console user would say the same about mouse and keyboard tbh.

  • @rha said:

    What are you talking about, literally minutes ago, I had an amazing solo game. Killer was insanely bad. I ran him around the map for close to five full minutes, I did not even have to use a single pallet (yes, I had a "drop pallets in a chase" challenge active and it didn't go up by even one) ...

    ... and meanwhile not a single gen pops. In fact as I go down, only one person is on a gen and the other two are randomly walking around the map. After I got hooked, the next person goes down in like 20 seconds and DCs instantly, of the other two one got chased and downed fast then and the last one didn't bother unhooking me ...

    Best thing is, I've got crap like that the vast majority of the time as solo survivor. If I had a masochist as a friend I could indeed recommend him this game as the most fun experience ever.

    (Btw, I'm not that good at the game despite my 2500 hours that I'd run an actually decent killer around for so long, he was probably super low MMR, because I'm also most likely among the bottom 3% MMR survivors, I've usually got a 6-18 game loss streak because of games like the one above and then I win one and then I lose another dozen again)

    Wouldn't it be nice to do all of that, and escape to?

    Lead dev fails to see that the lower your mmr as survivor the worse your team mates and the less you will escape no matter how good you are.

  • They love to spawn in pointless places too. There is always hooks in the corners of the map on pale rose.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2866917#Comment_2866917

    I'll finish it, only because it's Saw and I love this franchise, that's all

    Then you will be back...

  • Nope. They don't want the mori to happen unless the survivor wants it to.

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