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dugman

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  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693989#Comment_2693989

    As consumers of the game we are allowed to complain about a product we own

    Nobody said you aren’t allowed to complain.

  • @Rivyn said:

    @jesterkind The devs already admitted in a dev stream that the MMR system they have is incredibly poor. Balancing is always an issue, but they just compound the problem with this lackluster match making.

    No, they didn’t admit what you’re saying they admitted.

  • I like that they lightened the bottom floor in the remake, it used to be way too dark, I couldn’t see anything in parts of it.

    On the flip side the map probably has too many safe pallets. There are some gameable ones (no pun intended) but a lot which have to be broken once they’re dropped.

  • RPD is a bit of a confusing layout so I get lost sometimes, but it seems mostly fair. Not too many strong pallets, most of the ones I can think of are gameable. Haddenfield though has some broken loops like the so called House of Pain. RPD is also aesthetically a cooler looking envrionment.

  • Pyramid Head is my favorite killer music set. Second favorite is probably Meyers.

  • As a killer-only player I’d love to see Insidious get a revamp simply because outside of the very specific facecamping Bubba thing it’s pretty useless. I’d rather have a stealth perk that feels more useful on its own in a broader set of circumstances than one that is only used for facecamping.

  • @Adjatha said:

    You know what makes me laugh every time one of these threads come up? Everyone is quick to say "Rank doesn't mean skill anymore."

    Yes. You're right. But it DOES mean reasonably successful playtime. Somebody with 80 hours of playtime is going to dumpster somebody with 4. And that just scales exponentially up to the actual thousands of hours. Some random person at grade 1 probably won't be winning any tournaments, but they HAVE played enough to obliterate new players, 100% of the time.

    Extra funny is that the Devs decided NOT to give players a 0 MMR rating when they're trying out a killer they just bought, because they assumed that your experience with all your other killers would translate to the new one and you therefore somebody who is good with Bubba will perform equally well with Blight on their first time trying Mr. Ping Pong.

    Ranks don't equal skill, but they DO equal competency. And trying to divorce them from MMR is yet another gross oversimplification that has been tanking the game's killer experience.

    Grades don’t equal competency, I literally watched a red Grade survivor the other day who played pretty poorly despite having played enough games to get that grade. They were the first person hooked every game, weren’t paying attention to the killer, and didn’t seem to know how to run a loop. In particular there are kids, for instance, who just have a ton of free time to play the game and get to red through persistence but still aren’t actually any good in terms of awareness or looping or strategy, etc. And on the flip side there are solid players who only play a game or two every night or two that never get to high grade but do very well in their matches.

    So while there’s probably a correlation between Grades and skill, the two are definitely far from being “equal”

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693219#Comment_2693219

    Okey the third point is kinda valid cuase there is not much that we can do about this but am I the only one that thinks you should never get matched with survivors that are sooo mich higher in mmr only so they don't need to wait longer?

    All that does is pushing more killer out of the game and so the qs get longer for every one in a good balanced game you have enough players on every rank to quickly fill the games even if that means the top 50 only ever see the same players

    Well it’s a balancing act, you want close matchups but there’s only so many high rank killers and high rank survivors available in the player pool at a given moment, plus you need four survivors for every killer, so there’s bound to be a lot of times there aren’t close pairings available for a while. I suspect this is part of the reason why in general, allegedly, the survivor queues tend to be longer than killer queues. But you can’t have players waiting forever for a match or they’ll just stop playing altogether. At some point it needs to bite the bullet and say “you’ve waited long enough, I give up trying to find a good match, here’s an immediately available match up instead”.

    I don’t know what the time cut off actually is that the matchmaking is using, so maybe it could stand to be tweaked to wait a little longer? Or maybe making it take longer would mean too many matches taking so long that people quit before getting a match? I imagine it’s a tricky thing to tweak right,

  • Bitter Murmur, Bloodhound, Claustrophobia (Cruel Limits?), Coup de Grace, Dark Devotion, Dead Man's Switch, Deathbound, Fire Up, Furtive Chase, Gearhead, Hangman's Trick, Hex: Huntress Lullaby, Hex: Plaything, Hex: Retribution, Hex: Thrill of the Hunt, Hoarder, Iron Grasp, Knock Out, Monstrous Shrine, Overcharge, Overwhelming Presence, Predator, Remember Me, Scourge Hook: Gift of Pain, Spies from the Shadows, Stridor, Territorial Imperative, and Unrelenting. 28 useless killer perks, that would not change the game in the slightest if they were to be deleted.


    A bunch of those perks you listed are fine either on their own or are fine in specific builds

    • Perks needing a serious buff or revamp: Hangman’s Trick, Monstrous Shrine. Maybe Coup de Grace too. Also, you didn’t include Beast of Prey in the list for some reasons which is a terrible perk as well. These are basically totally useless, even in combination with other perks.
    • Perks that aren’t great on their own but work ok in certain builds: Knock Out, Hex Huntress Lullaby, Hex Retribution, Hex Plaything, Hex Thrill of the Hunt, Overcharge, Overwhelming Presence, Remember Me, Scourge Hook Gift of Pain, Furtive Chase, Dead Man’s Switch, Dark Devotion. These perks all see use in combo builds. For instance, Furtive Chase and Dead Man’s Switch and Scourge Hook Pain Resonance is a combo where when you hook the obsession on a Scourge Hook it explodes the most advanced generator, takes off 15% from it, forces the survivors off it and then blocks the generator for 45 seconds before they can get back on. And when the obsession is rescued you can often hook trade the new obsession back onto the Scourge Hook and do it again.

    I think the rest of the perks are a bit underrated. Bloodhound for instance is a pretty solid tracking perk, especially if you’re running into Shadowstep boons in your games since it’s not impacted by that Boon. Same with Stridor, it’s a solid perk for finding hiding nearby survivors and keeping track of them in chases unless they’re running Iron Will 3 (which is itself maybe in need of a slight nerf in my opinion but that’s another thread). Unrelenting’s value depends greatly on how often you as a player miss an opponent who is juking - an average killer player who whiffs multiple times per match at jukes loses a lot less ground in a chase with this perk, while a higher skill player misses less so gets less value, making it good for newer players than veterans.

  • Thanks, I was taking the original post at its word on that.

  • I never play survivor so I can only assume I’m terrible.

    Also anybody saying they last more than two minutes on average in a chase is either exceptionally great or really overestimating how long they last. I’m positive average chase lengths are well below the two minute mark unless the survivor is much, much better at the chase than the killer. It’s pretty simple, the average hooks per game is around 8 or so, and the average game length is around 10-12 minutes with a decent portion of the game not involving any chases. So the average chase lengths from start to down must be around 1 minute or less. There’s just not enough time for games to have average lengths of 2 minutes or more in chases.

  • That would be cool but on the technical side it would maybe mean making 26 additional sets of animations because every killer has unique weapons.

  • I don’t know how good or bad she is overall, but that’s an interesting point about crows not being able to be placed within 10 meters of a hook regardless of whether a survivor is on it. It could be a reasonable tweak to only apply that restriction on hooks that actively have a survivor on them.

  • I don’t recall the devs ever saying MMR isn’t working. In fact I think I remember them saying it’s statistically producing better matches than the old system.

    The only comment I’ve seen from them about mismatches was an explanation for why they can happen even though the ratings themselves are accurate. Basically mismatches can be caused by a couple of factors

    • People with outlier ratings might not have a good match at a given moment so don’t get a match right away. If they wait long enough the system has to eventually put them in the first available slot regardless of rating.
    • If a match is already forming, and a player quits out before it starts, that open slot gets filled ASAP so the remaining four players aren’t stuck waiting in that lobby a long time, which could result in a first available waiting player being inserted regardless of rating
    • High rated survivors often play with lower rated friends in swfs.

    Even assuming the MMRs are 100% accurate the above factors still mean that you’ll get a lot of variance in ratings in individual matches, even though on average the ratings differences on the whole could be smaller than the skill differences under the old system. Also note that the players most affected by the above will tend to be the highest and lowest rated players, which includes prolific streamers. It’s quite possible that you might see more mismatches in a very high rated streamer’s channel than on an average player’s games

  • I actually think there are probably about 10% of people who are on either end of the spectrum of being really nice or really rude in comments. It’s just that we tend to remember the ones who were jerks more than we remember the ones who said something positive.

  • @Dipper said:

    BHVR offers a disconnection ban appeal at their bug report section, only to send an auto message that disconnection ban appeals are not supported (I could even prove that it was their servers, not my internet so it's just brazen of them)

    https://us.v-cdn.net/6030815/uploads/8WF7AAM23HYQ/2021-12-12-10-12-13-window.png

    https://us.v-cdn.net/6030815/uploads/WGFXBYCFRMLC/2021-12-12-10-12-27-window.png

    (Then why offer it at the website if you do not offer it anyway???)

    It’s probably a relic from before the automated system went into place. Prior to that people manually had to report other people disconnecting using the ingame ticketing system.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692690#Comment_2692690

    Most those maps around its size are bad for killers to be fair. It's so weird because it feels so much bigger then Ormond.

    Right, I’m not commenting on how good or bad Eyrie is for survivors, I’m just pointing out that it’s actually a pretty common size for outdoor maps with a big building in the middle. I’m not sure why so many people seem to think Eyrie is larger than it actually is, maybe it’s an optical illusion because of its brightness and uneven terrain? Or maybe it’s because the buildings outer facade is so tall? (The actual building layout probably isn’t any bigger than Ironworks or Ormond’s building. It just looks weirder.)

  • I’ve made a similar suggestion too. Have Monstrous Shrine read something like

    • All basement hooks act as additional Scourge Hooks for related perks
    • You can always see the basement hook auras
    • (Plus some other boost regarding the basement hooks, such as survivors rescued and/or rescuing someone from a basement hook suffer a condition, or it takes a bit longer to rescue a survivor from a basement hook, etc.)

    That last benefit I’ve seen multiple suggestions, the main thing is just that it be better than the useless current “harder to pull yourself off a basement hook” effect. That way the perk can be useful on its own, and also synergizes with the Scourge Hook perks for some interesting possible combos.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692419#Comment_2692419

    Where are you getting the info from? I heard a couple of people say it's on the wiki but that's about it. The map seems so big.

    The map sizes are all on the Realms page of the wiki

    The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. The location of the trial is chosen by The Entity. Players can influence The Entity's choice by burning certain Offerings . Trial locations have certain fixed landmarks, but elements such as player starting locations, Generators , Chests Lockers , Totems and Exit Gates are placed to The Entity's whims. Even th


  • I haven’t had that much trouble with it but that’s just me. 🤷‍♂️ (Honestly I think Iron Will 3 gives me more trouble than Shadowstep.)

  • And on the flip side, if you play as her, try not to look directly at generators you’re sneaking up on to avoid giving Spine Chill survivors a warning signal. If you get good as side strafing to where you’re headed and use sound to listen for them as you go you can catch players who rely on Spine Chill off-guard since they’re used to killers just looking straight ahead to where they’re headed.

  • The only Boon that seems to require a nerf so far is Circle of Healing. The other two aren’t as powerful or popular as that one. My guess is Mikaela’s balance pass is coming in the next mid-chapter patch so maybe we’ll see CoH get a healing speed decrease then.

  • Just to clarify, Eyrie of Crows is 9984 square meters, the same exact size as a bunch of other maps. All the maps below are this size

    • Groaning Storehouse 
    • Fractured Cowshed
    • Temple of Purgation
    • Both Yamoka Estate maps
    • Ormond
    • Eyrie of Crows

    There are maps larger than all of these as well. All of these maps also have a main larger building in the middle of the map. I think Eyrie is probably most similar to Ormond personally, since they both have bright outdoors, not much grass, and a strong central multifloor building with a few safe pallets and breakable walls. I don’t know exactly where Eyrie falls in the balance spectrum for survivors but Ormond is generally thought to have a higher than average escape rate so it wouldn’t surprise me if Eyrie is similar.

  • I don’t necessarily think Nurse is out of balance, but I think she’s really unfun to play as. That wheeze mechanic where you stare at the ground 1/3 of the match is incredibly annoying. I’d consider playing her if I could at least keep her head up while she’s stunned. Heck, if they kept her head up, and to compensate for that “buff” slowed down her teleport refresh half a second, I’d probably like her. As is she’s the only killer I actively don’t bother playing.

  • There are posts from people with snapshots where they’d gotten five Pentimento totems. The best way to try it is probably wait until all five totems are cleansed first, then go and put all five Hexes out all at once. Still takes some luck to pull off but if you really have your heart set on it that’s the way to go I bet.

  • I haven’t tried this add-on yet but now that I’m thinking about it it might be fun. 🙂 Losing 3 traps is potentially a lot of lost slowdown, but I’ll admit that the auras could be quite handy if the survivors are hiding all the time.

  • I’ve never worn a skin because it’s harder to see or whatever, just seems like overkill.

  • I’m ok with a lot of pallets as long as most of them are gameable. The problems are when there are too many safe pallets that the only choice is to break them.

  • I’m guessing Casual simply because it would probably have a larger player pool.

  • I can’t stand corn.

  • I don’t hate RPD personally but I do get lost in it sometimes, it’s maybe the most confusing map and one I haven’t played often enough to know it inside and out. Certain killers that benefit from long lines of sight probably don’t do as well in it, and there’s also the occasionally odd way auras pass through floors. And because of the weird layout it can sometimes look like a hook is nearby but it’s actually a long path to get to it, that sort of thing.

    But overall I like the map well enough in terms of its look and feel. And I don’t think it has all that many super safe pallets, just a handful, I think a lot of pallets in that map are gameable if I remember right which is a good thing. Honestly I dislike corn maps way more than RPD.

  • I certainly wouldn’t mind seeing it activate on downs from all attacks versus just basic ones. There must be a reason it wasn’t set up that way, though, which makes me wonder what the downside was that they went with basic attacks only?

  • I’m a killer only player and even I think kicking Victor is perfectly fine. The biggest problem with kicking Victor was all the South Park memes it generated.

  • @JoByDaylight said:

    Survivors: "Accept that tbagging og clicking is a thing in the game. You need to work on how you react."

    Killers: "Accept that tunneling and facecamping are legit strategies. You need to work on how you react."

    Except that tunneling someone out of the game actually is an objective strategy that can increase your chances of getting kills if done properly. Teabagging and flashlight clicks have zero strategic impact on good killers, they’re as much a ”strategy” as doing a touchdown dance.

  • @RoachesDelight said:

    What exactly do you mean by harassing? Are we talking tbagging and flashlight blinds and stuff like that? If so that's kind of something you just gotta get over and it's on you if you let that affect your gameplay because ultimately that's the point of doing it. If you're talking about people sending messages and saying hateful things in the chat outside of the match then that's a different story and shouldn't be allowed.

    Flashlight blinds are obviously a game mechanism. But the notion that people teabag as a “strategy” is far fetched. The vast majority of tea bagging is just showboating for the sake of stroking the teabagger’s ego. Hell, strategically when I see people trying to distract me with teabags and clicks I just do a 180 and chase whoever it is they’re trying to distract me from, I end up keeping two people off the gens for the price of one! So as a tactic it’s actually kind of counterproductive assuming the killer isn’t an idiot. (And if they are an idiot you could beat them regardless.)

    So stuff like teabagging and flashlight click macros are almost always just being annoying because the survivor gets a kick out of annoying people.

  • As far as a killer that survivors are scared to even look at, I’d love to see a Medusa killer where while a survivor has them in their field of view a token counter builds up on them and they get Conditions based on how many tokens they collect. So something like, you get one token per second she’s on your screen, and with one token you get Hindered, two tokens Blindness, three tokens Exhausted, four tokens Exposed, and five tokens significantly Hindered. (Just off the top of my head) After not seeing her for a few seconds the timer regresses back down. I think it would be a cool mechanic to have a killer that you’re actually scared to look at while being chased or hunted by them.

    I know Medusa isn’t Cthulu mythos, but mechanically it sounds like what you’re asking for. 🙂

    • Bloodhound - (Maybe guess from my icon?) It’s an under appreciated perk that makes it very difficult for an injured survivor to go undetected for very long. Unlike Nurse’s Calling it works regardless of whether or not they are healing, crouching doesn’t effect it either, nor is it impacted by aura hiding effects like Shadowstep. It’s handy in a chase as well since it makes the path trivial to follow if you lose sight of a survivor. Just all around a fun perk to have.
    • Deerstalker - I’d never call this the most powerful perk, but it is such a great quality of life one of you like to occasionally slug survivors. No more wondering what hidden grass patch a survivor crawled into and taking 10 seconds to find them, just head to the aura and done! It also works like a weaker version of Nurse’s Calling to help keep an eye on a slugged survivor and see if someone else is running toward their aura to revive them or if they stand themselves up. Obviously if you never slug it doesn’t matter, but slugging is such a useful tool even when you’re just doing it in moderation to be more time efficient that Deerstalker is one I’ll use as my fourth slot filler sometimes just for the heck of it.
    • Devour Hope - Again, not the most powerful perk, but probably the most fun perk when you pull off a five token slaughterhouse of survivor kills. It’s definitely high risk, high reward, the perk is as likely to get destroyed before paying off with a down as it is to get free downs or even free kills. But boy is it fun when you get them!😄
  • Hypothetically it might work better if, instead of taking 20 seconds to open but it can be built up over time, it took something like 10 seconds to open but it always reset to 0 if you stopped. That would eliminate the silly 99% thing but still be reasonably doable by survivors who the killer isn’t chasing. (You’d also have to presumably reduce Remember Me’s duration in half as well. No Way Out and Bloodwarden could stay as is though.)

    On a related note, don’t forget as a killer you can open gates yourself. When I see a 99% gate nearby and I’m not in a chase I’ll open it. It starts the timer the survivors were trying to delay, gives me 500 bloodpoints and the survivors get none, and since the gate was one touch away it doesn’t significantly increase anybody’s chances of escaping out it if it’s open versus being 99% assuming I’m not actively chasing a person already.

  • I only play killer. I don’t enjoy playing survivor for a few reasons

    • Too much downtime on hooks or on the ground.
    • I like the chases better in first person perspective
    • Survivors are basically all the same except for their perks. Killers have much better variety of playstyles
    • I play DbD solo and killer is the better solo experience

    I’ll watch streamers play survivor sometimes for the heck of it, if only to get some of that perspective, but I don’t find it all that fun to play.

  • The takes I probably disagree with the most might be

    • Stretched res to see over things isn’t cheating
    • Get rid of the DC bans
    • “Tunneling” is toxic
  • @tenoresax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691183#Comment_2691183

    Was it Tru3talent when he said Pinhead was a top 4 killer?

    Tru said Pinhead wasn’t very good EXCEPT when he used the pre-nerf Engineers Fang. Using the old version of the Fang he considered him really solid. After the Fang nerf he considers him total trash and the add-on to be worthless.

    Mind you, I am not saying I agree with those statements, I’m just clarifying what his opinion is. Personally I think Pinhead isn’t top tier, but I also think Fang is still his best add-on even after losing a chain against injured survivors. Next time you hear someone say Fang is trash, ask them what add-on they’d run instead and enjoy the mental gymnastics floorshow as they try to explain how “its trash but they’d still use it but they won’t play Pinhead any more because he’s too weak so it doesn’t matter what his other add-ons are and Fang was the only reason he was good, but chains are worthless so losing a chain hurts him a ton even though they don’t do much, etc.”

  • Maybe it’s just me but I don’t usually miss with his chain attack, and I hardly ever play him. 🤷‍♂️ I hit with that chain attack way more often than I hit with Deathslinger or Huntress throws.

  • @OverratedFool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691524#Comment_2691524

    They should revert the Stridor nerf. They clearly just wanted to nerf Spirit, not the perk. It was a bad decision by the devs.

    Yeah, I never saw a dev explanation for why they changed the two to work multiplicatively instead of additively.

  • Shack is a good loop but it’s not unbeatable once the god pallet is dropped. For example, if the chase is counterclockwise, you can chase them around the outside on the side with the window, when they enter you show your red glow at the doorway a split second so they think you are following, then reverse direction and back up toward the outside where the window is. Most of the time the survivor will go straight toward the window and fast vault it since they think you’re coming inside, at which point it becomes a free hit since they’re vaulted right into you. And if the chase is clockwise then you have the distance you need to catch them before the next vault. And it’s possible to get them to block the window with three quick vaults back and forth in a row if you are at the dropped pallet about to enter. (They vault, you sidestep, they vault again, etc)

  • I think survivor sounds are fine with the minor exception that I think Iron Will 3 should be 90% instead of 100% sound reduction since it being 100% breaks Stridor. (90% sound reduction would still be significantly better than Iron Will 2, but also allow Stridor to still increase those sounds.)

  • “At least trapper is 115% and with Hag, you can run her for miles and never get hit. She places a trap? Ok cool just keep running to another loop she won't be able to catch up. She's carrying a survivor? You bet your ass that I'll trigger most of her traps before she gets a chance to teleport.”

    Watch Michi play Hag some time, you’ll notice some things he does to counter the above

    • He doesn’t typically chase survivors, instead he places traps in ways that they can chain together. So a trap goes off, he gets a hit, the survivor runs and they straight into a different trap further away. The only “chasing” he normally does is to steer the chase toward a trap, he rarely chases people for extended periods
    • Michi slugs all the time. Winning with four slugs is common for him. So if your strategy is to wait for a carry and set off traps you can end up just getting slugged too. He’s also constantly resetting and placing new traps, and he sometimes intentionally places them deceptively when he thinks he’s being watched, such as placing one in view of a survivor then a different one when he’s hidden that the survivor won’t know about, so they set off the obvious one but get suckered by the hidden one.

    Basically Hag has a surprisingly high skill ceiling since playing her really, really well requires a ton of map and survivor awareness. It’s not just about rapidly randomly hitting teleport to get lunges.

  • Yes, anything that has a description which says “terror radius” is affected by Distressing, including Starstruck.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690381#Comment_2690381

    I gave my answer to the question stated, yet that you are incapable of answering the question and feel entitled to criticize others for theirs... showcases you have no interest in the actual conversation. You cherry pick the message he gave, as I showcased clearly. I gave them an answer to the question in the title, a reference for relativity on how good they did based on their hook states... and what has your contribution been?

    You have not given your answer as you stated yourself you don't know how to answer it.

    I gave an answer, I said I didn’t know how many hooks I get on average when there are no escapes so I wasn’t going to speculate on it. Saying “I don’t know the number” is me answering the question from my perspective.

    And again, I didn’t cherry pick, I literally quoted their whole post. I don’t think the phrase “cherry pick” means what you think it means.

    And finally the subject line of the thread wasn’t the whole question, the whole question was in the original post,

    I’m not sure why you’re having such a difficult time with being told you apparently misread the post, but whatever. 🤷‍♂️

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690428#Comment_2690428

    You can use purple or green add on that add 1 more trap to compensate. You get two traps and aura reading that way.

    Or I could lean into it and use Workshop Grease so I can Ambush more quickly. 🙂

  • No, adding a fifth slot would probably exponentially increase the number of possibly broken combinations of perks on both sides. Doesn’t seem worth it.

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