danielmaster87
danielmaster87
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Farming is the most boring thing in this game, so don't expect people to go along with it.
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What's wrong with that? You lose anyway.
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Really, dude? You're blaming it on the DS nerf? Killers are gonna tunnel because it's all they've got vs good teams, and they're not gonna change up their strategy on the assumption that your team isn't one of those teams. Even if they did, that's called playing bad on purpose. All this meaning DS is super strong against them, whether the stun is 3 seconds or 5, because it forces the killer to do another chase and stonewalls any momentum that they had.
So I get that solo queue is tough, but it's got nothing to do with the killer. This is a matchmaking issue. These are orchestrated matches that shoehorn bad survivors with good ones, and put them up against a decent killer because that's the average killer player. There's no skill. It's literally just, "Did you get a favorable matchup? No? You lose. Yes? You win."
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830646#Comment_3830646
because devs balance killers in-between "swfs" and "solos" you can have much more casual and fun games in between.
That makes zero sense. There's been no increase of fun/chill killer games as a result of the devs' balancing. I haven't been able to play like that in years. So I don't see it. Nothing's been done to curtail SWF, and solo keeps getting buffed.
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@Autharia said:
Welcome to how the other 95% of survivors feel when every killer tunnels/slugs 4 at 5 gen.
If that's happening that early in the game, the survivors deserve to lose. Straight-up. Because clearly the killer knows how to down quick, and the survivors don't know how to loop or do gens.
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@Sngfun said:
Sound like a controller issue honestly. I mean, should we lower a killer's skill ceiling because controllers suck?
It's an exploit, not skill. It makes no sense for the killer to be rushing 1 direction, and then 180 the opposite direction at the last second. All this does is make them broken on PC, and when they get nerfed it's just a nerf to console killers. Make it the same for both platforms, or don't have it at all.
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@tak47888 said:
They should just make the 180 flick basekit again imo. It is useable anyways on PC and doesn't make him OP or something. Oni is already feeling very clunky to play and has a lot of downsides, like weak early game, fast depletion of blood fury and requiring vacuuming blood for his power. I loved him when he first was released on PTB. But when he was released on live like triple-nerfed, he did not feel the same anymore. There are still some bugs with his power, that have not been addressed in ages. He is clearly not BHVRs favorite killer.
Really? It doesn't make him OP? He's clunky as a plain M1, sure, because either you get an early injure or you lose because you have no power. But with a good start and the 180 flick, he becomes better than Blight. You think it's fair he can just break into any angle and get you? Even when experienced players know how to dead angle him? I argue the same against Blight. These killers get nerfed, because of PC exploits breaking their intended turn limit, the nerfs don't address this, and so the killers are broken on PC and near useless on console.
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I'm on board with this. Do the same for Blight.
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@RFSa09 said:
iridescent addons in general are supposed to be more gimmicks considering like, 80% of them, but i would love to see reworks for hers because iri hatchet is horrendously boring
No, they're supposed to be strong. That's why killers have been getting robbed on all these iri reworks. They've all been made terrible and gimmicky.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830547#Comment_3830547
Whats wrong with infectious fright oni slugging, its basically all hes got
It's all Singularity's got as well. Literally encouraged to do so, because hooking removes the infection for free. Wesker practically shares that weakness. I'm surprised we don't see many of these "punished for hooking" killers slugging.
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@SuspiciousBrownie said:
- Grouping up on gens
- Hovering for saves
- Sabotaging
- Taking hits/ body blocking
- Forcing DS or OTR
- Boil Over abuse
- Running to corner of the map
- Unhooking in front of killer (albeit rare)
- leading the killer to other survivors (even accidentally)
- BM’ing
It would be foolish not to try and injure multiple survivors if they are all nearby. If you down one quickly and two more are nearby you should absolutely try and injure or down more survivors. Picking up instantly in that situation is not smart at all.
There are times where killers start slugging for no real reason or just to be evil but these instances a very rare. I average being slugged in about 1 in 20 matches. With being slugged outt for no discernible reason being 1 in 90+ matches.There are also times where the game or killer power encourage slugging
- Huntress, Twins, Trickster, Meyers, Cannibal. Just to name a few, all whose power encourages slugging if multiple survivors are present
- End game itself if you are losing badly
- Dodges very strong survivor perks
- Almost no reason to hook anymore, especially after all hook repeated perks have been getting gutted more and more.
- No saves possible
- Hook timer increases
Start treating the killer as an actual killer, split up, work on gens, avoid too much time together and only go for saves and blocks when it’s easy and free or the survivor is on death hook.
I have an insane amount of hours on both sides more so as killer and have regularly gone against survivors with 10,000 plus hours (yes I know MMR is pointless) but my hardest matches by far are the ones where survivors respect me as a killer and never take huge unnecessary risks.
Doing the other things for fun is fine but don’t be surprised if the killer starts slugging because of it. Slugging has its own risks as well. It may not be your fault why the killer started but it might be your teammates as well. Slugging should never be easy, you can make it very difficult for the most part if you don’t make huge mistakes. End of PSA
Edit: I forgot to mention I do believe something should be done about full team slugging though. I have no idea what could be done to fix that though.
Of course it's the survivors' fault. I see it happen sometimes in solo. "Why did 2 of them go down in 30 seconds?" I ask. If you just loop the killer, and start picking up/healing when you see that he's slugging, the killer can almost never keep that slug going. Once recovered from the slug situation, the team can literally heal to full, AND do gens, faster than the killer can down people.
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@jmwjmw27 said:
Almost no reason to hook anymore, especially after all hook repeated perks have been getting gutted more and more.
The strongest killer perks in the game at the moment are majority hook related. Pain Resonance, Dead Man's Switch, Pop, and Grim Embrace are all top tier perks and nasty if you bring all four.
Calling something killer-related "the strongest" stuff you can use, doesn't mean much these days. Yes, you can get decent* (ugh, that was hard to say) benefits from using Pop and Pain Res, but instead of hooking which gives you little more than that, you could get equal pressure by starting on the bleed-out meters, and don't have to deal with off-the-hook perk effects.
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Fine. I think its active hitbox still needs to be looked at though, because unless you grab them out before it's fully charged to use, it seems impossible to bait the survivor out without getting hit. The passage of time has not made us comfortable with the buff it got way back when, as the devs hoped.
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Because it can be a mid-run instaheal, and they didn't want it to be super strong like the medkit instaheal. It's one of the best designed perks in the game in terms of rewarded looping for a long time. Sometimes when I'm using it I'm like, "C'mon! Faster!" and get downed before the heal pops, but from the killer POV, you have so little time to get that down. If you don't see yourself getting the survivor in that time, you might as well pressure someone else instead of having a restarted chase from healthy.
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That's like 1 of 2 powers he even has. That's the point. It's not like Myers where it's an add-on based, "Hey! I've never damaged or hooked you before, but you die instantly!"
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According to survivors, 4 aura perks. Any killer mains agree?
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I wish this was common knowledge. If you have a game based on a 1v4 format, having 1-3 teammates who are dead weight basically cements your loss. It's not your fault, but you don't deserve to win or get buffs just because your teammates are bad (hatch says hi!). Killers are players too, and they're winning mostly through survivors not playing well, and making mistakes/losing reads back to back. So cut them some slack instead of blaming their supposed excess strength on your loss.
In terms of toxicity, one thing I'd add is that it's a mob mentality. Mob justice, when you see them all tbag a killer who played fair, especially when they themselves ask that killers play nice for them. Nobody's man enough, usually, to tell their teammates not to act that way. I do. Like, "Why'd you have to act that way?" And they usually come back with a lamebrain excuse, "Well, he did this" and "You can't tell me how to play." Nobody cares. You're being a sore loser. Even the killers who complain to the survivors about the match result, at least they're talking about the game state, not lobbing a personal attack or saying, "You weren't playing nice for me. You're supposed to do that." Because believe me, these same toxic survivors are the first ones to be like that when they actually lose. It's having double standards, or just not being self aware. And that applies to gameplay as well.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830948#Comment_3830948
So even when survivor players coordinate these win streak challenges they still don’t get anywhere near the numbers of literally any killer on the roster (highest for a survivor group is 230 while the lowest for a single killer is IIRC 400. The highest for a single killer was 1947 or some such). It has to be about more than coordination because even with that present, they’re not touching killer numbers.
There's no way that killer streak is provable. We've never had a killer capable of that. Endlessly facing bad teams would do it, but that's my point.
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@TheSubstitute said:
It isn't survivor sided at any level and any attempts to claim it is are either disingenuous or falling prey to a sample size fallacy. Even in the highest levels of MMR a 4 person SWF can't break a 50% escape rate on the average.
Attempting to say it's because 'survivors aren't that good' is being in denial of the fact the current game mechanics favour Killer.
And yet y'all can never pinpoint what exactly gives killer default advantage. The math, any way you slice it, says the survivors have time advantage. 25-second chases can be game-losing. So any team capable of doing that can win. The reason those top SWFs lose is because they're facing nothing but Nurses and Blights, seeing as those are the only killers who can compete at that level. Maybe they lose to a lesser killer every now and then, through a mishmash of bad communication, bad map RNG, and unnecessarily risky plays. There's little to say about top level other than that.
At bottom level, obviously the killer's gonna win more, because although he's not playing to his fullest, as a noob, the survivors don't even know what a gen is. It's why killer buffs will not and cannot give a killer a straight increase in wins across all levels.
At mid-level, where both sides are getting competitive, they're still learning, and have room to improve, I think survivors are still advantaged. I don't know if that ever wasn't the case at mid-level, because gens have always been too quick to do, and except for some maps very recently, loops have been strong and abundant. I think that because killers have lost so much, and survivors gained so much in recent years, mediocre teams are now starting to beat experienced killers. MMR forces quick queues without regard to what level the players are at, in contrast to when MMR was almost perfect when it first launched. So the average survivor team has 2 good and 2 bad players, and the killer is decent (because only the most resilient killers have stuck with the role). The increase of gens to 90 seconds, and the quicker killer kicks and weapon recovery, are a placebo effect, especially since base BT, anti-camp, and now 70-second hook states completely trump them. If the killer chases the good survivors, he loses. If the killer chases and tunnels the bad ones out, he might win if the good survivors can't make up the difference. But that usually doesn't happen because the bad survivors aren't always that* bad, and actually somewhat know how to loop, supplemented by exhaustion perks and DS/OTR, or none of the above, because some loops are just an arbitrary time waste for killers. And that's without flashlight/pallet saves or instaheals or body blocks. So all this stuff is working against the killer; where's the killer start taking advantage? When he hooks someone? As long as 1 stays on gens, the pressure is still consistently on the killer to not make any mistakes. It's only after 1 survivor dies that it starts to turn to his advantage, and that requires tunneling. Sometimes you can tunnel all game, and either it's a bad chase to take or some mix of strong loops and altruism happens, and you're barley eeking out 1 kill by the time 5 gens are done. How the heck is that, "The killer is OP and in complete control"? I can go on, but I think you get my point.
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This is coming from someone who thinks current Freddy is competitive viable, if I remember correctly. So I'll very much take this with a grain of salt.
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@trapners said:
Between the slugging ,the tunneling, and all the other playstyles that inherently make dbd so much easier for killers,how is it that that this game is survivior sided?
Did research and
-the escape rate of iri-1 -swf-4 survivors is 48%,anything below this exponentially depletes the escape rate
-the highest survivior escape streak is around 50-60, yet killer streaks with competent people get to the 3-4 digits
-survivor “second chance” perks are conditioned whilst killers “second chance” are mostly passive and promised value
Killers will complain survivors are to oppressive with flashbang, toolboxes, exc exc but they themselves will slug,tunnel and have access to addons.
Also. I know killer and survivior have two separate win conditions, but the escape rate practically provides with us at best; surviviors can tie whilst a killer is expected to get a 2k at worst, and with some skill a 3k
Because even your initial statement doesn't hold up when you actually dive into. You can just pick up a killer, slug and tunnel, and that's it? Easy game? Heck no. Every time people start the argument like that, they've lost it, because in that gameplay, in those strategies, that's half the whole story right there. You've skipped right to the third act.
I don't believe at all in that disparity between survivor and killer win streaks. Killers getting that high of win streaks are anomalies; those are flukes beyond flukes. There's no way that if they were facing competent teams back to back, that they'd ever get into the double digits, because 1 good team will just take your whole streak away. Considering there's 4 survivors, I'd say that double digits escape streaks are more than enough for 1 survivor. And on the contrary, I've heard of a survivor streak where, rather than a simple escape streaks, they didn't even give the killers a single down. It wouldn't be a high-numbered streak, but still, seriously? That's the game state we're in.
I debunked this in another post, but long story short, what killer second chance perks are there? Survivor second chance perks are you making a mistake, getting hit, and getting downed, but the perk bails you out. There's no killer perk that turns a missed hit into a down. The closest thing is NOED, which can be destroyed and reveals its own aura, and other endgame perks that buy time... to what end? Delaying the inevitable escapes.
Slugging and tunneling, I understand the complaints. But bringing add-ons? Killers aren't allowed to do that? It's hard to go a match without survivors bringing a Styptic or BNP, and some even go perkless and itemless with no hit to their team's domination of the killer.
And I don't think skilled killer play gets you more than a draw if the playing field is even. The problem with y'all's arguments is that you always frame it as the killer being strong and competent, and the survivors being unorganized and incompetent. I know that's the average match nowadays, because the devs orchestrate that matchup result through their bad MMR system. But it doesn't mean that killers are just dominant by nature. Given a good survivor team and a good killer, the survivors are set to win the match against basically any killer that isn't Blight or Nurse. The math has been done. If we give a little room for error on both sides, still killer falls say short of doing their objective before the survivors can. Your only hope is getting matched against survivors who don't know what they're doing, or aren't efficient enough. A competent 4-man SWF, or 4 competent solos beat the killer near enough every time, which is why those are the matches that this bogus MMR system is designed to prevent.
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If other games can have a "vote to kick" button, we can get a "vote to end match" button.
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That's not power creep. They don't do the same thing. If the killer is at hook when the unhook happens, and chases you until you're down, you're not gonna get use of Resurgence because the rest of the heal doesn't happen. But with Second Wind if you get off the hook and last long enough, it doesn't matter if a teammate can't heal you, because the perk heals you to full.
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@radiantHero23 said:
Spirit has better chase, while Dracula has better tracking. Spirit leaves a lot less room for error and sometimes offers straight up no counterplay. Draculas bat is a very strong tool to catch up with survivors mid chase. In my opinion, it's a bit too strong right now, because it negates gaining any distance on him. This makes any form of play you do to gain distance feel irrelevant.
Does not mean, that he's too strong, just unpleasant to play against in that singular aspect.
Spirit always has counterplay. Don't buy into the "good headphones magically make her S+, because she can hear extra" argument. People can fake/be deceptive with scratch marks and sound for both of these killers.
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So Dracula, in the grand scheme of things, isn't that strong a killer. You'd get better results playing Nurse, Blight, Unknown, even Plague. So if we're saying Spirit is a weaker version of him, can we now agree that Spirit is way overrated, and not that good of a killer? Or are there more mental gymnastics to get through?
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I'm not looking forward to it, because it was fast-paced and fair for killer, because of the instant cage sends, and now we have to physically pickup. That means, uninterrupted, it's gonna be slower than before, when good teams before demanded both killers to go go go if they wanted to beat them. Interrupted, which is very easy because there's 8 survivors, flashlights, and pallets everywhere, the killer's gonna have to rechase the same survivors or bat away all their saviors so many times, that alone will lose them the game. No wonder they added Blight and Spirit, because you're gonna need them with all the stuns you'll have to endure for free.
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@SOULWARRIOR71K said:
They’ve tried one of the main solutions already: make the mmr brackets way more strict. This way the tunneling blight with 4 slowdowns can be paired up with the equally sweaty swf more often. The main issue is that there’s no consistency with the quality of teammates because the bracket is so vast.
Bingo. It needs to be way more strict. I don't care if it lengthens queues by a mere minute, like it used to, because at least back then you knew ######### you were queuing into. Now, you can go on like a 10 loss streak, because of bad teammates, not because you played bad, and then randomly be put with a team that would've blown all your previous killers out of the water. Why would you do that? Why would you make a system where survivors who don't know what a gen is, get put with 5000 hour players? We know the MMR system is there; it's just stupidly inconsistent and forces mismatches.
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The solution is simple. Stop catering to bad players, and make MMR great again.
The ones who can't hack it need to improve or quit the game, not be balanced around. Never before has a game been balanced around casual players exclusively, but DBD is special I guess. Like the OP says, it's usually survivors playing bad that leads to them losing, as opposed to any agency the killer has, because they have absolutely none most of the time, in chase and on gens.
Now, good survivors losing because of bad teammates isn't their fault. Given 3 more teammates like themselves, they'd escape nearly every time. This is what MMR was like when it first launched. Like-skilled, like-hour'd teammates got put together, and gave killers a really tough time. Instead of seeing that game state and balancing around it, which tbf the devs did do for the first few months after that, the devs later decided to not only leave MMR at kills/escapes only, but to make it less strict. Instead of you having 6000 hours in-game and getting matched with teammates of similar hours, they randomly started allowing 800-hour survivors into your lobbies. So killers started winning a lot after that, and it had almost nothing to do with the buffs they got. It had almost everything to do with bad teammates being shoehorned into lobbies they had no place being in, just to shorten queue times. I liked that the devs added team MMR in, giving you less MMR gain for an overall survivor loss, and more MMR for an overall team win. But either that didn't do anything, or the damage from the previous change was too much, because from then til now, we're still getting mass reports of being stuck in MMR hell no matter how well we play.
The devs' current strategy is not working. They're trying to buff the most uncarryable survivors among us just to even the playing field with killers, and it's just making killers more frustrated, having to play sweatier against teams who were already capable of beating them, and we see no change in the state of solo queue. They need to stop balancing around the bottom, do more changes to MMR (there's so much work still to be done, it's not even funny), and for Pete's sake, show the MMR! Let us see what level we're at! It makes it impossible to have constructive discussions on this game, because nobody has a base of who's good and who's not to work off of!
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@trapners said:
https://forums.bhvr.com/dead-by-daylight/discussion/431253/can-i-rant-about-killer-at-high-mmr
Ah, the classical mmr favors survivors and everyone brings second chance perks and septics every match.
Yet you always look past how at every mmr,and at every swf group
Killer. Wins. Majority,
The highest iri, with 4-man swfs is still only 48%?
also,regarding items, you also have addons.. and second chance perks?MMR doesn't favor anybody. It's just there, and it sucks when you're good and are not at high MMR, because you'll either stomp as killer or get stomped as solo, for no skill-related reasons. Just mismatches.
Killer "wins" a majority of the time because survivors straight-up don't do their objective at low level, which is where a majority of survivors are at. And at mid level, people give the killer 1-2 free kills from over altruism at the very end. To your credit, not all 4-man SWFs play well. But some play well, unstoppably so, until the very end and throw the game, the same as solos would. It doesn't mean that their insane advantage compared to killers and solos doesn't exist.
And just looking at the possibilities of how you'd get to a killer majority win rate, that could be 51% although it usually rests around 60% in this game. That means killers could possibly draw a majority of their games, a have a few actual wins thrown in just to get them over that 50% win rate. That's not good. Imagine playing a 1v4 game, and playing as the 1, you draw 80% of your matches.
Killers don't have anything near second chance perks, except Coup De Grace and endgame perks, but those are easily fallible. I've had Bloodlust 3 + Coup + a stack of PWYF or something at a loop, and I didn't catch the survivor when they made a mistake and I swang. So even though Otz will say that Coup is unfair, I think that scenario proves that it's not a true second chance perk would be. Compared to OTR or DH, which just give you another health state/print burst off of being hit, killers don't have a perk which turns a miss into a down. That applies to NOED, which btw is destroyable and completely reveals itself to the whole team, only downside being when the killer literally has someone hooked on it. But that perk and the endgame perks that buy the killer more time after all gens get done, most of the time that just delays the inevitable. You get maybe 2 more downs/hooks on people who aren't dead on hook, because the game hides that info from you baseline, and 3-4 people still escape after recuperating. Those perks virtually never turn a 1-0k into a 4k, like so many suggest that they do. Killer doesn't get any real second chances.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830557#Comment_3830557
"You don't know what high mmr is, only I do!"
You really need to stop worrying about some hidden number that apparently only gets you these ultra mega good survivors every match that are impossible to kill.
Apparently, yes. Because you and others think that killers struggling super hard could still be the result of going against mediocre survivors. The power ceiling of survivor, bar Nurse and speed add-ons Blight, is so much higher than the killer power ceiling. So at high level, the killer's having to play like 5 times harder than the survivors just to break even. Survivor loops for 15-20 seconds, makes a mistake and gets hit, they loop for 15-20 seconds more, make another mistake and go down (unless it's 2nd/3rd chase in which they have DH or OTR), and that's a game-ending play for the killer. So it is really about settling for draws at that level.
The reason we care about MMR is because yes, we do like the challenge of beating really good survivors, not just bad survivors whose defeat doesn't mean anything. But we're currently putting up with matches where if the survivors are SWF, they bring pink add-ons, they have a good map, any one of those factors, it suddenly becomes almost impossible to get more than a draw. MMR not being shown, so that we can't definitively prove what level people are playing at, leads to stupid discussions like this. We're questioning each other's level and game perception more than having a conversation about the game. So that's why MMR is significant, and needs to be shown. Because imagine I'm at 500 MMR and you're at 1000, or vice versa. It completely changes the conversation, into something I guess the devs don't want us to have because it means they'd have to balance the game. We'd be able to unite on different points, and bring it to them. But they want it easy, to just look at useless kill rates and do an arbitrary change, and have the community be divided so there's no pressure on them.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830536#Comment_3830536
Again if you're in "High MMR", then you're winning a lot of games with 3/4ks. Go for 2 kills at maximum, spread hooks against chiller survivors if you care about fun. Or play strong killers with busted loadouts…
You don't know what high MMR is. You can still lose matches and get draws all the time, and still face that level, because the speed at which you get away from those teams, through MMR, is inconsistent and stupid. High MMR killer is settling for 1k or draw nearly every time, unless you have the perfect set of circumstances align. "They weren't SWF, didn't have good rng on loops, didn't bring instaheals or BNP, AND weren't quick on gens? Okay, maybe now I can maybe go for hooks." It's like that, or rather, it still won't work out unless you had a build that capitalized on the pressure they gave you as well. Got quick downs but not gen defence? They escape. Brought gen defence but nothing to end chases faster? They escape. It's just a matter of if it's 2 survivors escaping or 4.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830465#Comment_3830465
Ya know, we keep hearing everyone playing against whoever they are but no ones willing to provide a show so the class can see undeniable proof...
Because there's probably no point. We wouldn't need to show what MMR number we are (if we had one), if people could just accept that certain things, only high level players do. But even in the face of crazy fast-paced killer games with on-the-go match commentary, there's always naysayers being like, "They brought map offerings and instaheals? Mid survivors." and "Their 1 chase lasted 2 minutes? Nah, those are still bad survivors. Must be your skill."
There's like no skill in this game at this point. It's just matchup advantage. You get a team who has no clue what they're doing, and crumbles off of 1 survivor getting hooked once, or you go against a sweat squad who "just don't take a bad chase" doesn't apply to because they never let themselves be out-positioned, and when they do, they exhaustion perk or Styptic Agent away. Or the map RNG. Sometimes Ormond feels barren, and other times it's just pallet into pallet into pallet. Same with farm maps.
Trust me, that undeniable proof you're looking for, it would still have mass deniers if it was presented. That's just what this community does.
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@DeBecker said:
Any proof to claim being at high mmr? I guess not.
Then we're at an impasse. He can't prove it and you can't disprove it. Isn't this a great system the devs have, where nobody can tell what their MMR is? To where we can't even begin to have conversations about the game?
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It's weak-willed, cowardly, and selfish behavior. People have said it doesn't factor into kill rates, but I reckon it does. And worse, this happens against the weakest killers. They just decide, "Wraith? Freddy? Ghost Face? Oh man. I gotta get outta here!" You know, the killers who have literally nothing once the chase starts. Survivors really don't have it that bad. I mean, they do in terms of the teammates they get in solo. Nobody likes a match where 1-2 players did really well, only to be sunk by 2 do-nothing teammates. It's a 1v4 for a reason. But to say that the majority of survivor losses are due to killers being OP is pure folly. They can only do what survivors allow them to do. The killer can't be 4 places at once, so if 1 person is on hook and none are on gens, whose fault is that?
The only time I don't tough it out no matter what, as you suggest, is when I deem the team too incompetent to go forward in MMR. For lack of a better term, I'd be doing my fellow competitive players a "public service" by causing those fools to die as well. We're talking like a 10, 15, 20 minute game vs a whatever killer, when all gens should be done in 5-7 minutes, because 1-0 people were on gens all game, and people kept healing or hiding instead of pushing them, constant walking around doing nothing. So I don't make that decision on a whim or in the heat of the moment like others do. It's more of, "If I let them escape in place of me (when we easily all 4 could've got out), will they continue to martyr me or other good players in future matches?" Now, usually I'm not so lucky with the timing of this decision. Sometimes they're down to 1-2 gens, and then as I'm dying, all of a sudden they rush gens like crazy when they haven't all game, and they manage to escape before my accelerated death could do anything. That is the type of player who shouldn't escape, because if they only play well to save their own skin, and only after their teammates have made the ultimate sacrifice for them, as they did next to nothing all game, then those people escaping constantly are all you're gonna be matched with when you try to climb out of MMR hell.
So in 99% of DC cases out there, they're just entitled and pouty. The 1% of justified DCs, like from my above-mentioned pov or from hackers stalling the game, does not justify the rest of the people DCing. By and large, it's a way to signal to the devs that something needs a nerf (usually killers), but you don't have to do the work of arguing on here for example, as an intellectual. No points are brought forward, and no real discussion is had. You just cry and get stuff done for you. That's why we detest it.
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@Rick1998 said:
the event and the game is very much playable as survivor . The thing is so many survivors are burnouts who just can't find something else to play and deep down don't like dbd . The ammount of survivors who give up the moment they get hit not even downed just hit is crazy . They load into a trial ready to quit within 10 seconds . People like that need to leave the game but seemingly can't .
They really just need to leave. The devs are killing this game by catering to them instead of "making the game so unplayable" that they leave. These survivors will take every little thing the killer does as a personal vendetta against them, but when they act toxic or DC from entitlement, "I'm not doing anything wrong! It's tha killah!" And the nerfs are never enough. No matter how much killers lose, they want more. Like, all of a sudden aura has become a really big deal. That's because the bar has been lowered so low for survivors, that them complaining about simply being found is taken as a legit complaint. We went from, "The gens take forever!" and "The killer downs way too fast!" to "He gets to find me! So unfair!" So there's the correlation with these constant DCs. Of course they DC when a slight inconvenience happens, because every time they've complained about it enough, BHVR nerfs something and bails them out. And the sad part is they still can't escape, with all those free handouts! Not entirely their fault of course; MMR hell takes the best of us down. But them not realizing that it's their team's inefficiency that's losing them games, and always defaulting to "the killer's fault!" instead is just comical.
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@Lixadonna said:
The Devs forgot what Asymmetrical means and instead made every single aspect favor Killer.
A statement you can't even begin to prove.
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@Prometheus1092 said:
What people don't realize is swf and solo are leagues apart. If killer is balanced around solo, then swf will steamroll the killer every time and it becomes survivor sided. If killer is balanced around swf then solo seems to the ones that get steamrolled due OP killers that have to be OP to deal with swf teams. At the moment killer is balanced to be able to take on swf, which means solo players get demolished.
Then nerf SWF. The biggest thing that separates them from solo is their pre-made loadouts, and their gen speed. So nerf. That. I don't care if they do gens 1% slower. Just something, anything.
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Poppycock.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828736#Comment_3828736
But if people want to play as sweaty as possible, then they should not choose the event queue.
The whole point of choosing the event queue is to interact with the event. Sweating during an event just makes the game miserable for everyone involved.
Huh? Since when is that a requirement? We can sweat in any mode we want.
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Because it's a game where the killer's objective is to kill.
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So they can use them?
I can't believe you're taking this angle, because it's not as if the killer can have all those aura perks simultaneously. That's basically what you're saying, or at least that those perks' existence is like this massive threat. A smart killer will bring 1 maybe 2 aura perks, and fill their other slots with chase/gen perks. Running 4 is just a waste, since those builds will only beat survivors who would've lost anyway, and won't do anything to experienced teams because they don't care if they're seen. They'll just loop. The people who can't loop are the ones complaining about, of all things, being seen. If that's a game losing moment for you, the killer seeing you for 5 seconds, you're the issue. Even the "strongest" aura reading perks are all the more predictable. Killer hooks, comes straight your way once, it stands to reason they've got BBQ. Weave Attunement literally tells you the killer can see you. And through Distortion or Object, you can pretty much figure out whatever perk the killer has. You have not seen boosted gens until you've seen Object stay active for most of the match, which if the killers are bringing aura perks as often as you claim, it should.
But point being, you're not owed extended games or extra chances for hatch for no reason. If the killer was smart and brought info perks whose requirements were met, he gets to see you. If you can't loop, you get downed quick as a result. Let killers end games quickly that they were gonna win anyway. That's the argument I also make against "The killer should take it easy on survivors if he's winning!" No. Just end the match ASAP, normally, and go next. If these info perks are causing you that much distress, then you need to get good or quit, not be catered to.
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I think you and others are connecting invisible dots to reach this conclusion. If the killers want to see moris so badly, they can just bring an offering for one. I don't think this update magically makes them want to slug more, just because they can mori the last survivor.
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It still has the same effect, except the way you get tokens is different. Now, you get rewarded with tokens for doing well (looping). Before, it was a perpetual feedback loop of stealth. The only thing I'll give them is that it's now 2 tokens max instead of 4.
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With We'll Make It being so crazy strong, these perks really just cancel it out at best. The survivor should still get healed before you can get back to the hook, unless you're literally waiting right there anyway.
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People seem to be a bit hurt in the feels by the mechanic's addition. I really don't see the big difference. Hatch is still in. So all this does is prevent niche scenarios like DS stun into hatch after killing the third person and downing the fourth, which anybody could agree is a stupid way to lose a kill.
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@[Deleted User] said:
@theonryo123 your the same person that posted about nerfing jungle gyms. No I know your either A) trolling and want this game to cater even for to killers. Or B) just got into killer and you just need to play more to become better.
This is a skill issue on your part. No offense.
So because killer isn't strong enough, he's trolling.
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I did notice the change. Survivors can just take forever, or my friends and I can be messing around forever, and look there's still time to save. It translates to more time on gens when we're already complaining that gens are too fast, and gen defence has been nerfed major.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828382#Comment_3828382
Skull merchant winrate was good. You are wrong.
https://us.v-cdn.net/6030815/uploads/M14JCNB27WZJ/image.jpeg
TOP 5% Nurse was close to Pig, Pinhead, Oni, Wraith…She got nerfed since then (special attacks). Her skill floor is already hard to access if you nerf her more it is going to be even harder for new players.
Please stop relying on stats like these. They don't mean anything.
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I really don't use it much as killer. Only when I've already got 2-4 aura things already, which are time-based. That means no real gen defence, chase perks, endgame, etc. Y'all have to raise your bar, is all I can say. If you can't handle the killer finding you, because you can't hold your own in chase for at least a bit, then that's your real issue. You are not owed being hidden the whole game. I'd instead argue that killers need base info to find survivors, to move the game along if nothing else. The skill on this game, the thing that should determine wins and losses, is the chase. So while there should be an option to stealth, it shouldn't be an inexhaustible thing that prevents killer-survivor interaction for minutes on end. Aura perks help with that, so I think we should keep them decently strong.
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@indieeden7 said:
Bot to sound rude or anything but it's not impossible for M1 killers to catch survivors at a jungle gym.
The survivor would have to make 3 mistakes back to back first.