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danielmaster87

danielmaster87

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danielmaster87
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  • You should have been more clear about when the SWF would be shown as such, because I see all these people strawmanning and assuming you're ONLY talking about SWF shown in pre-lobby for killer as well as survivor.

    At the very least, let both sides see who was SWF in the post-game results screen. I don't care if killers start saying, "See! I only lost because SWF!" They'd probably be right, but if you dislike that sentiment that much, you can just ignore it, as I ignore people who point to the average kill rate to say killer's OP, for example. But we've been asking for this for years. Let us at least know that it was SWF that made us lose, and not just guessing. Because, for example, SWFs do take advantage of that to be deceptive and make you feel worse when you lose: "Lol, no. We're all just solos." Devs hid grades and MMR because of fears of a "toxic hierarchy" or something being formed, but this feature would create no such risk. Just shows teams and no teams.

  • 1. A nerf that people asked for because otherwise "I can't unalive myself on hook and ruin the match for my team! Woe is me!", and allegedly 100% of 3-man SWFs would suddenly be using it to hold people hostage, for no reason!

    2. The perk is still strong. Buy 30 seconds for the whole team before they have to go for the save AND it's stackable. Those who say it isn't time efficient for the team... probably aren't playing efficient. Of course no gens get done when everyone runs to the hook whilst the hooked person's bar is literally paused.

    Love how people complain about camping constantly but never use the anti-camping perks, or at least use them correctly.

  • @Krazzik said:

    It's generally regarded as one of the worst perks in the game. The only sorta-useful effect it has is it can change the obsession, but Nemesis is a better perk at doing that.

    Or just injure people and run the other Nemesis perk, Hysteria. Furtive chase is literally so bad.

  • @Terion said:

    Because somewhere some popular streamers came up with a stupid rulebook, maybe it even started as a meme but now there is actually LOADS of people taking it serious, all though the devs NEVER once said it has to be that way. That is some weird case of "community ethics" that some practice while other people (like me) dont care about them at all. Only thing i do blame is cheating and i think the majority can agree on that.

    New players will get responses from others in the EGC or in DMs, about how they are "bad sports" or something. Because of this, people get confused and come here to the forums to ask if this ACTUALLY is a thing, just to see the great divideness again from people that follow the rulebook and people that dont care at all. Beside it being only a game but i guess its easyer to blame your loss at some imaginary rules than on your own skill and mistakes.

    Just because something doesnt feel fair it doesnt mean the other player is not allowed to do it, its a pvp game after all.

    They not only take it serious but make their own versions of it. "You only hooked 1 person before you hooked me again! Tunneler!" Or they won't even have a coherent argument, and will just insult, no matter the perks, add-ons, or killer. "Wow, you really had to play like a jerk?" They mean playing to win.

    And the fake virtue signaling/talks of "sportsmanship" are another new and underrated topic. They won't say it outright, but they'll literally ask you to play badly so that the other team has greater chance of winning, "Because that's being a good sport!" It's so cringe. In reality, sportsmanship is simply playing well without BMing or rubbing it in, something most of the players on this game are incapable of, and yet they're the ones who subscribe to this fake "play bad for my fun" sportsmanship.

  • I don't need to be validated. I will continue to say "killer-biased" things if it means speaking my mind. I have no shame. But it is nice to hear someone who agrees with you every once in a while.

  • Getting a better MMR system would create appeal for the game, which would bring in/bring back players, not push them away. It could change in a single patch: "The MMR system actually feels accurate!" That message would break the stigma the system's had for these long months. I'm getting 100% killer incentive and still getting fast lobby joins, although lately it's been survivor on 50+% with extremely fast lobby joins.

    But whatever we do, we can't go back to the old ranking system. Matchmaking would be completely random, as it was before, and would inflate the perceived power level of different characters and perks in the game, especially killer stuff. You'd mostly get weak solo teams, and beatable survivors as killer, both interrupted randomly by unbeatable opponents because there's virtually no matchmaking. I've seen it all before; we should not go back.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262872#Comment_3262872

    Highest Kill-Rate in the entire game on average, Top5 at Top.

    I know everyone asks for Nurse-Nerfs, but we know how it will end.

    Oh, you're one of those stat pushers.

  • Are you saying solo survivors are less capable of independent thought? Because literally all you have to do to counter Eruption is tap the gen so it stops regressing, leave it if you think the killer's kicked it, work on a nearby gen in the meantime, and then go back to it once someone has been downed. And trust me, there are many times where the cooldown was too long. It's not as if the killer doesn't spend time walking around to kick all the gens either. Eruption is not for free.

  • @Marik1987 said:

    Well Cenobite needs some nerfs anyway.

    Bruh. He can hit you with his power 8 times and still won't get a hit on you.

  • @Splinterverse said:

    Even if there are intervals, why does it need to be that way? Pinhead can already teleport to you as soon as you start solving the box. Allowing the chains to continue only delays the solving; it doesn't prevent Pinhead from teleporting. That is OP. One or the other only.

    Teleporting to the survivor doing the box is actually the worst play, so not sure why you're thinking that's strong or something. The chain hunt resets anyway, Pinhead drops chase/stops patrolling gens or whatever he was currently doing, and now he's on somebody who's not on a gen.

  • If you're emoting (pointing or the "come this way" wave) when you go down, it lets you instantly start crawling instead of having to go through the whole "getting downed" animation and stun.

  • @WesCravenFan said:

    So all I need to do to boost my friends is to suicide on hook? Interesting.

    He's probably talking about killer. How the DC makes it impossible for you to get those emblems no matter how well you do from that point on. He also specifically mentioned adepts, and a DC ruins the killer's adept whereas the other survivors can still get theirs.

  • People need to grow a spine and deal with it. You never see me DCing as survivor. If you're not gonna play a match through, don't turn the game on.

  • I was also wondering about this. Technically, if you somehow get the survivor to back fall or cartwheel, they don't crawl out in time, which is what happened to me the first time I saw it. But otherwise, like if they point tech, the entity blocker is literally pointless.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260658#Comment_3260658

    Mirror Myers are literally the best games and he only works on Lerys.

    It's just annoying that my solo teams can't beat him. Literally losing to Scratched Mirror, imagine. They should be slamming gens but instead occasionally heal, have no ears, or walk around.

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260652#Comment_3260652

    yea there are so many of those perks in the game. ub, ds, pr/dms, eruption; you just play around it. it IS bothersome having to think twice before hitting but it is what it is. comparing it to other exhaustion perks, dh is the only one that's actually up to you to counter, along with smash hit and head on i guess. with others they make the distance no matter what you do

    So are you for nerfing Dead Hard or no?

  • Maybe, maybe not. It's fun to choose where you want to play. In the past I bought into the idea that, "SWF just wants to bring me to a busted survivor map." But when every map is busted, no map is. So just don't care anymore if they bring me to a certain map. I do care when Scratched Mirror Myers brings me to The Game or Lery's, because those matches are infuriating to play. But other than that, I don't care either way.

  • @Okonar_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260622#Comment_3260622

    Very easy to bait as killer, I don't mind it, most of times I fall for it, its just my fault for being impatient. Half the times you press it doesn't even work on time. It can be a pain in the ass still but way more manageable than it used to be.

    My main issue with it is that you have to wait to hit the survivor when you're in range. Third health state as it is, my problem is what it prevents the killer from doing without punishment: attacking. Which you have to do to down them.

  • @Killmaster said:

    Three gen should be removed from the game, it's a holdover from the past, doesn't fit the game-play loop anymore and is too easily abused.

    What.

  • @Paternalpark said:

    With eruption, pain resonance, Call of brine and overcharge it's impossible to do a Gen once a 3 Gen is established. How did the devs think this new meta would help solo q or nerf 4 man?

    I'm tired of my gens being regressed for free. Has no one seen Choy's Wesker Cringe vids?

    It hasn't.

  • The game has a golden equation. That's it. I'd also like to say that there's a lot of people who play this game, myself included, who have thousands of hours in it. Not sure if that's common in other games, but it speaks to the dedication a lot of us have for the game, despite the constant talk of doom and gloom. I was thinking that's what you meant by playtime retention.

  • @Okonar_ said:

    New DH is fine, way harder to pull off than the old no brain one

    It's still no brain. The killer has to hesitate to attack when they're in range, even if the survivor doesn't have it, because they might have it.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260589#Comment_3260589

    Yeah, the frequency of getting spun is inversely correlated to play time, but no one is so good they never have it happen. I have like 1.5K hours in killer (and consider myself pretty good), and I have games where I get absolutely clowned.

    But the idea that you have to adopt new tactics to counter your opponent's evolving tactics is hardly revolutionary. That's pretty much implied in every PvP game ever. If it was a case if the basic tactics always remaining the same, then you'd see things like fighting game tournaments just being a collection of players spamming low kick like a 5 year old whose big brother just handed them the controller for the first time.

    And slowing down and tracking a spinning surv is hardly gaming calculus here. Not reinventing killer play or anything, and not a huge adjustment, just part of the killer learning curve. And it's not as if all spinning is equal; not everyone trying to 360 someone is Ayrun; there's a spectrum from "ankle breaking" to "lmao, what are you even doing".

    Killers always (justifiably) tell survs they need to adapt, or that "it's in the game, it's a valid tactic" (which is true), but that knife cuts both ways.

    You're not hearing me. Why should the player have to "counter" another player spinning the joystick? It's that simple.

  • Nowhere near. Even before his nerf, nowhere near. He's supposed to be a stealth killer but he really isn't. You cannot hit a survivor without uncloaking. That means they can vault a window, or run away as you're slowed down from uncloaking, and you can't really do anything. Try running Wraith with purple Windstorm and purple Swift Hunt, and then running him without those add-ons. You'll see what I mean. I can't play him without those add-ons because it is absolutely insufferable vs good survivors. The only people who complain about Wraith are the inexperienced, full stop.

  • Do whatever is more fun to you. You're still pure, because you're asking this question. I could never stop caring about playing to win from this point. So play for fun as long as you can, and when you're tired of that, then play to win. That was my journey.

  • Mostly agree. Very fair on killer's time to get their objective done, although it's the math, so hard to disagree. Definitely take away gen defence and gen speed perks/items, because there's way too much variation as a result. Only things I'd leave in are the fun ones like Soul Chemical. Perfect League comparison. Hard to imagine this game without camping, but we'll have to see.

    I don't like killer add-ons that take away, because it cancels out the strength that it gives, but I would like to see many add-ons become base simply because the variable their attached to... shouldn't be variable. Huntress, Doctor, and Victor's charge time should always be the same, for example. Demogorgon and Wesker's movement speed while charging their power should always be the same. Spirit's add-ons, I don't even need to say it. If we standardize killer powers to a degree, and don't depend on add-ons so much, it's gonna be much healthier and more fun for the players, making add-ons more of a personal choice than a necessity. I'd also get rid of add-on rarity for that reason, because nobody wants to accept my other ultimatum that pink and purple add-ons... should be strong. Hard concept to grasp.

    The power creep is also crazy. Wraith and Freddy were being moved in a direction to offset that power creep when they were buffed, but then they got nerfed, because they were about as powerful as the new killers... Makes no sense. Massively disagree with most people though that "every new killer that comes out is recycled!" They're all unique enough, not copied and pasted.

    And definitely, going forward, balance for the top level of players, not the bottom. Balancing for the top will not impact the bottom. The bottom are the bottom because of their own skill, NOT because of the balance of the game.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260096#Comment_3260096

    no because spinning and doing dumb things that you see in youtubers and streamers doesnt work unless you have 100 hs in the game. thats why it is a skill issue.

    So you have 101 hours in the game and suddenly it just stops working? Seriously, you've never seen a really good streamer, playing killer, get 360'd? And you can't claim that it doesn't change how you play, because y'all have literally said "you have to back up and then hit them." And that's the core of my argument, that we as the killer have to learn this new strat or skill just to hit a survivor who's spinning. It's beyond stupid, and you'd be laughed off the Internet trying to make that argument in any other game.

  • @Maelstrom808 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260096#Comment_3260096

    Aim dressing is really the only thing there that is not something the player can account for. Hitboxes are easy enough to adjust to once you understand them.

    It doesn't mean that hitboxes aren't dumb and need to change. I've seen them. On the female survivors their hitbox is literally not even on them, behind their back and above their ankle as they're running.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259808#Comment_3259808

    no its easy, just get high blood pressure, the sweatiest build, and without tunneling and camping its very easy..

    people don't see that, they only see you are crying because u can't 4k or u don't play but torture yourself and get a 4k

    Not sure what side you're on. Playing sweaty and using a strong build isn't always enough to beat survivors, otherwise we wouldn't be saying there was nothing we could have done. Camping and tunneling increases the odds to win, but is far from infallible.

    But yes, massive indifference to the killer player from a majority of this community. "They're JUST complaining about no 4k." Yep, that's all there is to it. They totally also play killer at they level we do.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260116#Comment_3260116

    People overestimate the effects of 6.1.0. As I said previously survivor's lost some power due to IW and DH being changed but gained some back in other areas. M1 killer's got most of the effects of the base kit buffs while killer's like blight and nurse got the gen times. tbf I think alch ring blight is fair vs comp teams/full sweat squads that are also good players running the best stuff, but it's not common to run into players like that. Though with the increase in full meta survivor's lately I can't imagine m1 killers are any better than 6.1.0. And I know I have said this a lot in my recent posts/replies but people in this game think they are WAY better than they actually are. While this is generally true in most multiplayer games, this is the only game I play where most players are bad straight up. It genuinely baffles me when people flaunt the fact that they have 5k hours and are losing to wraith with eruption in their swf, like this game is not that complex that it takes even 2k hours to be good at whatever role/killer you are trying to be good at. People overrate how hard this game is while not understanding how broken and weak each role can be.

    Yeah! I also think Blight's overrated, especially his add-ons. Alchemist's Ring does not change his counterplay. You can still dead angled his rush. He just gets to rushing again faster.

    I think the reason you know the players are bad is their opinion on killer perks. Since day 1 of the Overcharge/Call Of Brine hysteria, I've said "It's countered by gen tapping." Only with Eruption as well does it become anywhere close to problematic, and even that is countered by tapping a gen, leaving it since you know the killer kicked it, and then come back to it after Eruption has been used up. People don't want to think and improvise about doing gens. That's how they get 3-gen'd all the time.

    That's just 1 perk combo. They honestly thought that post-nerf Ruin/Undying was broken, Tinkerer broken, etc. Pop/Pain Res especially, despite the fact that killers would get like 7-9 hooks with that build and still lose. People also still complain about NOED, Blood Warden, that old song and dance.

    If you actually face the best survivors, efficient on gens, near-flawless in chase, etc, your best bet is using Corrupt/Deadlock. I came to that conclusion before 6.1.0, and it's still true, and no pun intended but Tru3 also said that perk combo was the best vs that caliber recently. The reason it's the best vs them is because they basically don't go down, so the only slowdown you're gonna get use out of is the guaranteed stuff. Even Deadlock isn't infallible because when one gen gets blocked, they can juggle another, so even though a gen just became unblocked from Deadlock suddenly another 1-2 gets done, because they did that. Or they can just wait out the 30 seconds, which is the same way to deal with Eruption.

    But definitely this community has a lot of average people who think they know what's strong and how to play efficiently, but they don't. That's why anything that comes close to being strong for killer is "OP", every time. And if course anything OP on the survivor side is "easily counterable" or "it's rare, so deal with it." There's some really dumb takes from killers as well, but I mostly see it on the survivor side since they're the majority.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260099#Comment_3260099

    Bruh I said that m1 killer's still aren't good after 6.1.0.

    Just wanted to reinforce your point. I've been playing Wraith and Ghost Face. Literally can't down people at certain spots, simply because they know how to play. So don't let people change your mind on the viability of those killers, because groupthink is very effective in this community.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260090#Comment_3260090

    bro what are you talking about if its eyrie and there is one hook in the entire corner of a map or midwich with like 3 hooks on the whole bottom or top floor then thats a map problem not a problem with hooks despawning just like getting hard 3 gen'd in the dead dawg gallows isnt a gen problem its a map problem

    Yes, the hook spawns are bad in many places right now, which needs to change, but as long as the hooks break permanently, you're gonna see the exact same thing play out, just later on in the match.

  • @GlitchyGamer said:

    It's that simple. This game is exhausting to play anymore. Almost every single match is unbalanced and toxic. Killers are buffed into infinity and survivors nerfed into the ground. The match making allows toxic swfs to bully the killer and killers to bully solo que/duoing survivors. The gameplay is repetitive. You have to hide your prestige/avoid your mains due to lobby shopping and tunneling. Nothing has been done to stop the camping or hitting on hook and tunneling is still easily done. The toxicity is rampant on both sides. Behavior wanted to shake things up and "Change the meta". They sure did. Welcome to the most miserable era of dbd. Don't be surprised when you realize your player base has evaporated. You can't expect people to want to play on what is clearly the losing side and not get tired of it.

    Killers are not buffed into infinity. Play 1 match against good survivors with someone like Wraith or Freddy, and you won't get 2 hooks before the 4th gen is done.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259996#Comment_3259996

    I mean what killers are you playing? Even after 6.1.0 which pretty much only affected m1 killers outside of gen times they are still not great. Bully squads to me are just a free win as a blight player, but I don't play blight for the fact that he is S tier I play him because he is most fun and skillful killer. People always lump everything in "survivor" and "killer" when the minimum and maximum of each role is so low and high that most people's claims become irrelevant. 4 Green/purple med-kits can only be contested by blight and nurse, while even if it's solo queue they will probably still win vs all m1 killer's with builds like that. People under rate survivor as a whole and over rate killer as a whole when most killer's are bad and the only issue with survivor is mid to low mmr survivor's ruining lobby's that a killer got filled into and solo queue lacking information to be efficient. These forums make me question if player's actually know how to read balance of video game's, as I come from league I have an advantage in these areas that pretty much 95% of the people on these forums don't have. Though this game is asymmetrical so there are a incredible amount of extremely biased players as a result. Although last thing I will mention is that most player's in this game are either casual and don't care to be actually good or are trying to be good and just can't actually achieve it, probably the only multiplayer game I have played where A LARGE majority of the player base is not good. A little spiel for you I guess.

    So basically take your games where you were Blight so you were able to deal with a bully squad, and then pretend you were Wraith, Freddy, Pig, Ghost Face, etc. You basically wouldn't be able to do ANYTHING. I too face higher caliber survivors than most people on here, apparently. Prestige level 40+ survivors every third match. It's literally a walking/pallet breaking simulator.

  • @hiken said:

    that is indeed a real skill issue. spinning doesnt work if the killer is decent at the game, is justa gimmick when u are dead.

    There's a better case to be made that it's not a skill issue. Console, auto-aim, aim dressing, bad survivor hitboxes, bad killer attack hitboxes. None of that rings a bell?

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259937#Comment_3259937

    That's not what I mean. It is extremely hard, almost impossible, to actually hit a survivor who decides to spin themselves through the whole game.

    Right you are. Simply have to hope they're bad at 360ing, or that auto aim actually helps instead of hurts you.

  • This is all because people complained they never wiggled off the killer's shoulder (which they aren't entitled to since they got downed) because, "There's WAY too many hooks everywhere!" So one patch, the devs decided to reduce the hook count on all maps, and here we are. Then people complain about slugging, and around and around we go.

  • @Aurelle said:

    Yes. It would make the game incredibly easy for killers if hooks didn't break after scarifying a survivor. Survivors manage gens, killers manage hooks.

    Then why do survivors call 3-gens OP and uncounterable?

  • It's hooks destroying themselves which causes the problem, not the maps. Literally everything else is the maps' fault. But not this.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259762#Comment_3259762

    "Deserved 4 kills" is up to debate.

    In many threads and by different people including devs, it has been stated that 4k and 4e should be rare, and not something you could easily achieve just by performing an early snowball or hard tunnel.

    Said that, you can still get your 4 k by hooking the 3rd survivor and closing the hatch yourself, which the killer has more chance to do anyway as he is faster and doesnt need to hide.

    And even if the last survivor escapes, the point is the killer shouldnt be able to force a four minute stalemate where the last survivor cant do anything but hide or die.

    I don't know if you know this, but 4 escapes is incredibly common. All it takes is the killer not being Leatherface, or not having killed 2 survivors before the gens were done. Hook bombing without those conditions is pretty much a free escape for everyone. Surely you've been in that situation as killer?

    Also don't know why it's so taboo for a killer to get a 4k after playing extremely well vs survivors who didn't play all that well, just because of fast gens. If you virtually never got 4 survivors out, I'm sure I would get old for you as well.

    Yeah, yeah. "The killer's faster, therefore they're more likely to get to the hatch first." Be that as it may, it still isn't a high chance that they'll get to hatch first. Then the survivors get gates powered for free, and can still find a key.

    My argument remains that if we're having issues closing the game out because of a stalemate, the mechanic we use to solve it should at least be killer-sided, not survivor-sided. Make the survivors do something drastic like keep pushing gens or go for the pickup, else they get their aura shown. Or do an endgame chase, which if outlasted the exits open for the survivor. Just do something that isn't a free escape from a button press.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259810#Comment_3259810

    It will not be used.

    But I know it is tradition to call a Survivor-Perk of a new Chapter broken.

    Since it's not a 1 to 1 conversion of gen progress into your bank, I don't think I will be calling it OP.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259835#Comment_3259835

    Nah, it is just because Killers have stronger Perks to run. This applies to TOTH with and without notification. You can just stack Slowdown and have an easier game instead of using perks like TOTH.

    If Boons would be such a big issue, we would see Shattered Hope in every Killer-Build. This is not the case, because, again, other Perks are simply better.

    Other perks are better, but only because the killer comes to the realization that Shattered Hope isn't worth it and is a perk when it should be a base game mechanic. I notice how in games with boons present I go from like 2k average to like 0k. They're blatantly unbalanced, providing 1 OP perk for the entire survivor team to use, and it can be relit infinitely. I started running Shattered Hope out of desperation because of that, but then they either don't have boons, or have it in a spot where they can benefit from it but I can't get close enough to hear it to snuff it out (which applies to boons regardless of Shattered Hope).

    Boons vs no boons is literally like SWF vs no SWF, like night and day. You can at least agree with that, right?

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259787#Comment_3259787

    Here is what I don't get about people who play to win (ie, a 4k, 4e every match) - this goes for both sides, mind you, is that this isn't a zero sum game. There is no official win condition - people make their own win conditions. I mean, the fact that you don't think a 3k is a win is a testement to that.

    This little rant below this is for people who use mmr gain/loss as a win condition this is specifically for them, not saying you said that in your post, but it's a common counter argument from when I say this from people who say 'win conditions were set by bhvr when mmr was introduced'.

    -- The way our mmr is calculated is known, but unless if winning means gaining mmr to you, then it's pointless to use that. Keep in mind, bhvr didn't even want to tell people what gains/loses mmr so people don't cheese it or use that a guidance to win their matches, after all it's some invisible number. It also falls apart when you hear that mmr is being calculated differently on a team level now, or if you kill 4 survivors that are below your mmr you gain very little, or none. --

    Anyways, back on topic.

    What I don't get is why people play to solely win, if you win every match and then get defeated by a good team/killer, it is demoralizing, as you say, and eventually you get your current skill cap (not talking about mmr, but your killer or survivor skill cap on what you can accomplish and do with killers), it's inflated which leads to more demoralizing matches and more devastating L's, so to speak.

    Not to mention, people have their own win conditions - did I 4k? did I 3k? did I play fair 8 hook everyone and got x amount ok kills? did I escape? did the whole team escape? did everyone but me escape? Did I do what I set out to do with my build? Did I pip? Did I double pip? Did I get my challenge done? Did I make progress on this stupid achievement? And then you got people like me who don't care about the escape and focus on chases, I'll throw games to chase a survivor that is better than me because that is fun and if I get them - and why I absolutely despise anti-loop killers because it's just not fun, and chasing someone better than you is how you improve. I'd argue I don't get challenged enough in this game as killer myself, but that's another story.

    I'm not saying people shouldn't be playing to win, if that is what they want - get that 4k by any means if it's important to you. But this game is more than the 4k. It's more than the escape. There are other ways to challenge yourself than just to get a 4k.

    This is not necessarily aimed at you, but for anyone really.. But if you are feeling demoralized, I think it's time to re-evaluate what you find fun, how you find fun (ie is this game worth playing for you after X amount of time), and be realistic with your expectations, if you are burnt out on this game or playing killer - it's not realistic to win every match, nor is it fun to win every match (at least to me). It's amazing what a nice break from this game will do to you - remember, mental health is more important than some stupid online game.

    It's not that anything less than a 4k is a loss, although it sometimes feels that way. It's that you get shot down by the community for wanting the 4k, like you're supposed to be unquestioning and resigned to the fact that you're supposed to get a 2k average. Drawing in 80% of matches doesn't sound really threatening for killer, you know?

    The win condition of this game is not as subjective as people say. 2k is a draw, so you find out the other win conditions from there. Although, getting frustrated, which is way more easily done for killer, kind of takes away the good feeling of winning. If I have to play every chase like my life depends on it just to get average results consistently, what kind of game state is that? It's like the entire killer side has just been ignored for 6 years. Taking away OP survivor stuff and tossing killers a bone every now and then isn't enough; we need fundamental changes.

    I like to gain MMR because I want to face good players, not chumps, and so I do expect more and more challenging matches from that. But at the same time, it's like every other match is an unwinnable one sometimes. I consistently get prestige 40+ survivors, but because I'm humble enough to admit that I lose a lot and that killer needs help, people either don't believe I'm at the level that I am, or they're just indifferent.

    What I've found from going up in MMR is that 90% of the killer cast becomes "I literally can't do anything to the survivors" level after a certain point. People love to complain about Nurse and Blight, and call them unfun and OP. But you know the killers they don't say that about? Trapper, Freddy, Pig, Ghost Face, etc. They clown themselves all the time when they try to say, "Wraith, Clown, Pinhead and Sadako aren't as bad as them, and are actually really strong. Skill issue if you lose with them." 🤡 Maybe I'm just different, but I hold killers to a very high standard before I even think about calling them strong. I'm hesitant to call Blight S tier, because he does in fact have to respect pallets and windows, and can be dead angled. That means counterplay which survivors can abuse. But that's the realization I've come to, that in contrast to other games where the top 3 tiers of characters are viable, only a killer of S tier strength is viable in this game, because everyone else is so bullyable. I can't even play Nurse and Blight really, because I'm on console.

    I do occasionally just not care about winning, like when trying a perk I've known to historically be weak, or when I'm prioritizing an archive challenge or a daily.

    But my main frustration is the difference in effort, strategy, and sweat between killer and survivor. Keep in mind I like to talk about game balance from a perspective of both sides playing well/efficient, as everyone should but doesn't. With killer it's as if you're expected to play perfect and then some just to break even with the survivors' pressure. With survivor, you can make constant mistakes but as long as the gens go quick, you are just so SAFE. So when everyone's playing good as survivor, it's like a candy shop of choices where you can do whatever and get away with it. But for killer it's like you make 1 sub-par play and everything comes crashing down. You can't get away with anything because no matter what you do, the survivors can punish. There's no 1 killer strategy, perk, or choice that the survivors can't trump.

    I've been in this mindset a long time, but I don't see anyone being able to change my mind. What I've seen, by and large and from personal experience, is that the game is busted in the survivors favor, that everything that's required of the survivors to feel invincible is to simply know how to play. My above points support this. But I've made peace with the idea that I'll always be a "biased killer main," because I'm not longer afraid to be the bad guy as long as I'm speaking truth. At least there's a few people like you in this community who at least try to understand.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259782#Comment_3259782

    Current Thrill of the Hunt helps better with countering Boons. Hexes are rarely blessed and current TOTH has a longer penalty for Blessing and Cleansing compared to TOTH with the Notification.

    And if they really want to bless the Hex-Totem, it takes even longer to do so. I would take up to a minute of them blessing TOTH for not getting a notification.

    It's obviously better to interrupt than to make them take longer to bless. Notice how nobody runs Thrill anymore. When boons are like a top issue, and ~1 minute blessing time being insignificant enough for not everyone to be using it, you can see how broken boons are and how TOTH should be changed back to showing notifs.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256069#Comment_3256069

    yea its standing and it also never hit above 100k for 6 years....in steam at least and im not saying its dead, because console players exist

    but the fact that it never reached above 100k in one platform says a lot for a game with so much iconic killers

    Right? There's lots of people who don't know about this game, but there's many more have heard of it/played it, especially because of the gold mine of licensed playable characters. 100k should be easily achievable.

  • @Aven_Fallen said:

    Gen-Rushing Perks? Potential Energy makes Gens take slower. And with the quality of the average Survivor, you will see Survivors who use this Perk, store their Gen-Progress and lose it right after that...

    And while Quick Gambit increases the Genspeed if you are near Generators being repaired, it will always be more beneficial to just go where no Generators/only completed Generators are. The Perk is not really good.

    Still gen perks, no matter how much you want to brush them off. Potential Energy is going to end the "unbeatable" 3-gen strategy.

  • @ReverseVelocity said:

    Didn't you make a thread a couple of weeks ago complaining that the game was too hard even though you 4ked?

    The effort and luck you need to 4k is disproportionately greater than the effort and luck needed for survivors to get a 4-man out.

  • @HoodedWildKard said:

    My best adive to enjoy killer? Don't give a ######### about the 4k. My worst game experience on dbd is sweating as killer for pips or 4k challenges/adepts. If you tryhard and 4k it's usually a snowball i.e. boring and if you get frustrated by a solid team it's super annoying. After this month I'm resolving to just not care about pips and rank.

    The most fun I've had as killer has been BP farming and dropping my mmr. In a normal game I'll usually let last surv go, and it's generally a pretty wholesome interaction. And if I'm up against a bully squad that's clearlt out of my league I'll just let them get on with gens and just harass them a bit so they don't think I'm just giving up because they usually just spend ages BMing otherwise.

    But yh short version, just focus on enjoying and utilising the killer's power and dont give a damn about the 4k or the pips.

    I want the 4k. Where's the challenge in just settling for a 1-3k? Yeah, some games I get nobody at the end purely because I wanted to slug everyone for the 4k, but I had to at least try. This game is demoralizing for killer in how resigned y'all are to not even hope for the 4k anymore.

  • We're just built different. You have to just accept that you're gonna lose many games which you couldn't have won.

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