dugman
dugman
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@KrazyAce13 said:
how is the player grade being the same exact as the old rank system, pip to level and all, not a deciding factor in mmr? iri rank 1 survivors soooo much more optimal than myself but they are still in my mmr level??? literally the same exact system to get your player grade up as old ranking system and red rank 1s are just as optimal but mmr is the same as mine. either mmr is a fake placebo effect or it is broken beyond belief. how are they so much better but they are at the same mmr?
They’re not necessarily the same MMR as you just because they’re in your match. There are various reasons for this
- High MMR survivors do sometimes play with lower MMR friends in swfs. The system probably just averages the survivor’s net MMR when it picks a killer so you end up being between the two
- When someone dodges a lobby it fills the gap with whoever is immediately available rather than waiting for a close match to avoid keeping all four of the players in that lobby sitting there a long time. (So if you care about helping avoid mismatches don’t dodge lobbies.)
- Players with very high MMR might not have a good match available in a reasonable amount of time so they eventually get put in whatever match is avaialable.
Also, as others pointed out, being red grade doesn’t necessarily mean the person is high MMR. Since you can’t lose a grade once you earn it all you have to do is play enough games and eventually you’ll continue ranking up, even if only by random chance.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2804997#Comment_2804997
I just like how the queue time argument means nothing when it's all dependent on the time of day
Right. For example, it could for example be that solo survivors tend to leave the game more than swf survivors which would mean an even higher percentage of players are in swfs. And since swf playtimes are heavily skewed toward the evening when friends are all out of work and school together, that would mean a scarcity of survivors during the day and a big surge of survivors at night.
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- Hex Ruin: As others pointed out the design is intended to incentivize pushing survivors off gens. Also there’s nothing wrong with some perks working better on some killers than others, that’s not a design flaw.
- Dead mans Switch: Actually I suspect the “intended design” is to make the survivors have a tough choice - do they rescue the person you just hooked or do you block the gen you’re helping progress? I think it’s working as intended. If it turns out to be too powerful, they can always tweak the duration to balance it.
- Dead Hard: I think Dead Hard should be split into two perks, one that lets you lunge for distance but that doesn’t grant invulnerability, and another that grants you momentary invulnerability but doesn’t increase distance. Either effect on its own is a decent perk, Dead Hard is overpowered because it does both.
- Iron Will: I agree but think 90% makes more sense. 75% isn’t enough of a bump up from level 2 of the perk.
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I'm a killer main so I have no opinion. But generally speaking people hate losing things they've gained, so I can definitely see why Franklin's Demise would be the poll leader.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2803859#Comment_2803859
No you haven't unless you're running Frank's mix tape. Or if you have, it's cost you five gens by the time they're down.
I have. I didn’t say it was a good strategy, I just said it has happened.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2803746#Comment_2803746
You never have to mend in chase because whilst you keep running your mend bar doesn't decrease for one thing.
Just a technical point, but your mend bar does decrease during a chase when you aren’t running, such as when you vault or drop a pallet. It’s rare but I’ve killed a few people with Legion just by following them and making them vault and drop pallets over and over.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/309901/good-killers
Tracking and knowing where people are is a big part of the game. No one is a mind reader. To know where survivors are.
True but there are other tracking perks I like better than BBQ, I never use it personally.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2803170#Comment_2803170
It is, it will remain disabled for the forseeable future.
Interesting, did something break on it? Or is it like a revamp type of thing where it’s all being redone? Just curious.
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Couple of thoughts
- Killers are already quite different from each other regardless of the perks they run because of their base abilities being unique. No reason to tinker with that.
- I agree that survivors all being essentially the same aside from perks makes them less interesting individually. It’s one of the reasons I like playing killer better. So I do think it would be cool if they had something fundamentally different about each of them at a base level other than just the perks they run. However at this point survivors all getting a unique base ability would be way too hard to implement so that’s kind of a pipe dream.
- The compromise would be requiring survivors to use one or two or three of their own starting perks. That might make them feel a little unique to a limited extent, but it also means you’d probably just see a ton of lobbies all with the same survivor at higher level of play (whichever one has Dead Hard for instance). At mid level and lower level play though players already don’t have all the perks unlocked on all the survivors so you actually are kind of likely to see a survivor using at least one or two of their starting perks simply because that’s what they’ve got available so I don’t know that this would be a huge change for players who are still working on perks on Bloodwebs for their favorite characters.
- One crazier idea would be to force characters to Prestige periodically, like every time they hit 50 or every time there’s a grade reset they automatically Prestige. That would force all players not to use the same perks over and over, they’d have to use what the bloodweb is offering. If they ever did something like this they’d probably need to get rid of perk levels so that you always have level 3 of your starting perks, and get rid of perk slots being locked until level 15 and just have all four slots available from level 1. If this happened you’d get a lot of people using more of their starting perks simply because that’s what they are guaranteed to have after resets. (And personally this is already how I play - I reset my killers every time they hit 50 just to force myself to use perks I wouldn’t normally have considered. I like it well enough but that’s just me so I’m not necessarily in favor of forcing other players to play this way, even though I have fun with it. 🤷♂️)
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I'm a killer main. My least favorite killer by far is Nurse, she's the only killer I actively don't play. To the point that I keep a Nurse daily mission in my log just so I never get them again. I can't stand staring at her feet all match. If they ever make it so you could keep your head up while recovering form a blink I'd reconsider playing her.
Of the rest, I think my least favorite is Hillbilly. I just had a daily mission for him a couple days ago and it reminded me how much I dislike him. Take Blight's speed, Bubba's instant downs, then mash them together in a mess that feels clumsier to play than both and you've got Hillbilly. Seriously, if I want to go around the map quickly I'd play Blight, and if I want instant downs in chases I'd play Bubba, I wouldn't pick Hillbilly over either of them. And it's especially annoying doing his daily mission since hitting with his chainsaw in a chase requires a lot of patience and sometimes a bit of the survivors not knowing how to hug obstacles. It always take a few games to get those missions done. Thank god his speed and quick pallet breaks help somewhat!
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Boil Over's stagger is untouched from its buff and still quite strong. I lost a hook tonight to it even.
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Eyrie doesn't bother me. Survivors just sent me to Eyrie tonight as Pig and I got a 12 hook 4k, no big deal. 🤷♂️
Other than maybe having no railings on the stairs and exposed wiring on generators all over the place. I haven't seen an OSHA hazard this bad since Willy Wonka!
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"I want them to hear me coming"
- Distressing - Larger terror radius; plus a combination of three of
- Unnerving Presence - Frequent skill checks at 60% size reduction
- Overwhelming Presence - Equipment runs out 50% faster
- Starstruck - Survivors in your Terror Radius during and after carrying survivors are Exposed
- Coulrophobia - Healing is slower in your terror radius
- Overcharge - Gens you kick generate a difficult skill check which is further reduced in size by Unnerving Presence
I mainly play this with Doctor since the extra terror radius also increases his Static Blast range and he's good at finding and staying near survivors.
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"I want them to blind me"
- Lightborn - Immune to Blind and see the aura of survivors who try for 10 seconds
- Endurance - Reduced pallet stun time
- Brutal Strength - Break pallets faster; and either
- Agitation - Carrying survivors faster than they move; or
- Fire Up - Break pallets even faster
If a survivor decides to try and blind you at a pallet this is a free hit. You'll break the pallet and be in their face before they know what's happening. If you take Agitation, you can also go for a quick hit on flashlight save attempts, or you can go all in on the really quick pallet breaks with Fire Up.
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"I want to blind them"
- Fearmonger - Survivors on generators are Blind and Exhausted and remain so for 5 seconds after leaving the gen
- Hex: The Third Seal - Survivors you hit with any attack are Blind. (It used to be just basic attacks but was buffed to include special attacks)
- Undying - Helps protect Third Seal
- Knock Out - Hides the aura of downed survivors from allies and slows their crawls;
While swfs can mitigate Blindness using comms, solo survivors who are Blind are significantly more impacted since they can't see downed survivor auras, hooked survivor auras, or auras for the killer or generators or totems from any Perks (e.g. they won't see the aura of Boon totems, Detective's Hunch doesn't work, Object of Obsession and Kindred doesn't work, etc.) It's not a silver bullet but it is kind of funny when survivors get confused by Blindness. 😄
As an alternative, you can replace Knock Out with Deerstalker. Since Knock Out is sort of redundant with Third Seal, and you'll probably be tempted to Slug a bit using this build, Deerstalker is just a handy way to keep track of dying survivors and indirectly helps spot when other survivors are coming in for a rescue.
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"I'm saving the best for last"
- Save the Best for Last - gain attack speed recovery when you hit someone other than the Obsession
- Dying Light - Slow survivor action speeds when you hook survivors other than the Obsession
- Play With Your Food - Every time you let the Obsession get away in a chase you gain movement speed
- Rancor - You see survivor auras when gens are done and once they're all done the Obsession is Exposed and can be killed by your own hand
Leave the Obsession mostly alone and aggressively hook everybody else. At the end of the match kill the Obsession last, you deserve it. 😉 (I like playing a build like this on Legion since they can do a Deep Wound on the Obsession and then switch off quickly to go after other survivors.)
As a variant to the above, swap out Play With Your Food for Dark Devotion. This allows you to ping the Obsession with a basic attack when you see them but then switch off while Undetectable to get the drop on someone else. This one works better on killers who rely more on basic attacks for damage and mitigates the token STBFL token loss when you find the Obsession.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2802019#Comment_2802019
A then B.
First you frenzy your way through everybody. Leave them mending and injured. THEN find the obsession, stack PWYF, and punish the Survivors for not healing with your stacks.
Ok, it still sounds like you need to find the Obsession on foot with no particular ability for it but I guess if you can find them quickly enough then it helps with the down.
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@FFirebrandd said:
I actually think Legion is one of the best for using it. Frequently Survivors won't heal vs them so you can get a down a token which is super important. You have built in game delay to give you time to build your stacks. You have built in information to actually find the obsession. Also as a Killer, Legion does need help getting people on the floor and PWYF helps quite a bit.
Sorry if I’m confused, but Legion’s Feral Frenzy attacks use the tokens up and don’t get downs, so how are you building them up using that ability unless you’re just using it and not swinging?
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800501#Comment_2800501
Agreed. No killer perk should give a survivor buffs, that's STUPID!!! All survivors should suffer the 3% repair penalty per stack.
Well, hypothetically, if a killer perk had a really, REALLY great benefit but was counterbalanced by some lesser handicap that could be fine, interesting even. The issue with Dying Light is the perk’s benefit is kind of average so giving it a handicap is a bit pointless. Heck, you could take that speed boost for the Obsession off entirely and I still don’t think it would be all that popular a perk.
That being said, I do personally run Dying Light for the hell of it on a few killers who happen to have it from their Bloodweb. (I like to prestige and reset killers and play with what I get. Sometimes what I get is Dying Light.) And to that extent it’s … ok, I guess. 🤷♂️ For instance, last time I used it was on Legion, and it worked moderately ok because Legion has the ability to put the Obsession in Deep Wounds then switch targets and find someone else quickly. So I was still slowing the Obsession down a bit but also getting hooks on everybody else. I’m not saying it’s the best loadout but it was fun, and felt thematic since I was literally “saving them for last” 😄
But yeah, I would not at all be opposed to Dying Light getting rid of that bonus it gives the Obsession.
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@DatFastBoi said:
BP grind ? Survivor for sure. Because WGLF won’t necessarily give you all 4 stacks while BBQ can if you play specific killers. That said the killer blood web is more important than survivors because you need to play with addons for pretty much every killer.
Ranking up ? Well survivor is easier if you know what will get you points and emblems, but it can become hard to double pip at some point. Killer on the other side is really dependant on the one you’ll play. At some point most of the killer roaster won’t let you pip anymore. So I’d say killer is harder here
One caveat with killer is since individual killer characters have their own MMR if you lose a lot on, say, Meyers then your Meyers MMR goes down and eventually you get easier opponents on average. Then all you need is two or three 4 kills in a row and you’ve gone up a grade. It takes longer but it eventually happens when you play enough games simply by chance and by way of the MMR decreasing on losses.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2801510#Comment_2801510
The problem is that dead hard turned that bad play in a good play with little to no requirement and with little to no way for the opposition to change it.
That argument that dead hard used that way is good play doesn't mean much.
If they made a perk that allowed you to open the exit gates at any time without the gens being done and you opened it as soon as you spawn without doing gens then that's technically also a good play. You didn't bother with gens cause you know you had a perk to circumvent it.
I don't think i need to point out that that wouldn't mean that perk would be okay.
It’s not a “bad play” when you intentionally know something will work and run a loop a particular way knowing that in advance.
And that analogy is kind of far fetched. You’re just saying that when a perk is overpowered that survivors can’t make good plays using them, but that’s not the case, I’ve definitely seen quite a lot of survivors who make legitimately bad plays with Dead Hard by mistiming it. And I’ve seen a lot of survivors who make good plays by knowing how and when to use Dead Hard for the best benefit.
Also as a reminder I specifically said I think Dead Hard is overpowered and should probably be split into two perks, one for distance but no invulnerability and one that gives invulnerability but no distance. I’m not defending the status quo, I’m just saying that Dead Hard does reward smart survivors and doesn’t help bad ones as often.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801721#Comment_2801721
Well, yeah. That much is definitely true. If this situation only lasts for two-three minutes, you don't really have much to go on. The game has to be stagnan for a VERY long time for it to be hostage holding.
It’s not hostage holding. You keep calling defending gens hostage holding but it’s not. The survivors can try and do the gens. They might not succeed and they might get killed but they can try.
Hostage holding is doing something where the survivors literally can’t progress the game, even if they try something risky. Not only can’t they do the gens but they can’t even die trying to do the gens. Bodyblocking the last survivor in a corner is hostage holding, they can’t even die trying to do the gens. Doctor intentionally infinitely shocking people off gens but never damaging them is hostage holding, that’s the example Peanits was talking about. A killer just guarding the gens and downing survivors who come too close is NOT hostage holding, the survivors have the ability to try and do the gens even though it’s risky.
But I’ll let everybody else who’s telling you you’re wrong at this point take over.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801541#Comment_2801541
The Doctor situation isn't reportable because it's harassing and annoying. It's reportable because it holds the game hostage.
https://forum.deadbydaylight.com/en/discussion/comment/2801539#Comment_2801539
That is very much not necessarily true if the Killer is letting you go consistently to stand guard at the 3-gen.
Even in the Peanits post you quoted he explicitly said it would be bannable because it was being done to grief, not to win.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801524#Comment_2801524
I never said that it was. I said that not trying to down Survivors while also not allowing them to do gens is reportable.
And I said you’re wrong in that nobody has ever been banned or would be banned if they’re playing zone defense. You get banned for doing things to harrass and annoy like the Doctor situation, not for waiting for a mistake by the opponent.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801514#Comment_2801514
That very much depends on the 3-gen, Killer in question, and number of Survivors. It is absolutely possible to be in a position where you can reliably guard all three gens without Survivors being able to approach if you don't allow it.
Being in a potentially winning position unless the survivors take risks isn’t bannable.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801500#Comment_2801500
If you are not leaving the gens unless a Survivor is approaching the gens and then furthermore pushing Survivors away when they try to get close to the gens, you are explictly going out of your way to not bring the game to a close and you are explicitly dragging the game on, which is explicitly the definition of holding the game hostage.
No, it’s not “holding the game hostage” because the survivors have the ability to try and split up and work the gen you’re not next to. There’s literally no hostage taking involved, the way out of that situation is in the survivor’s hands.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2801483#Comment_2801483
It isn't playing greedy if you have a safety net. It's called playing greedy cause if the killer calls it they should get the hit.
If you greed a pallet and the killer calls it but dead hard denies the hit then you played bad but dead hard saved you.
The fact that survivors can play greedy at all times without fear of punishment is exactly the problem with it
No, in that case the survivor played correctly, they knew they would have the extra distance so played accordingly. That’s not a “bad play”, that’s a good play.
An example of bad play with Dead Hard is using it for no reason in the open because a killer looked like maybe they would catch you or swing. Wasting a Dead Hard when it’s not needed is bad play.
And I say this as a killer main who thinks Dead Hard is overpowered and should probably be split into two separate perks, one that gives distance but not invulnerability and the other that lets you dodge an attack but give no distance.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801490#Comment_2801490
Now you are the one leaving out context by intentionally using only parts of sentences to form something else other than what was said. The last sentence in full explicitly is about guarding a 3-gen.
How am I leaving anything out context? He explicitly says guarding a 3 gen is only bannable “when it’s used to grief”, and his specific example is a Doctor who is going out of their way to never injure people? I’m not cherry picking anything he said. I’m going out of my way to include the entire context of that post.
Again, nobody has been or ever would be banned just for guarding a 3 gen if the survivors are too scared to do the gens. It’s never happened.
P.S. On a tangent, I do think DbD should have a timer in the background where if neither side manages to score any bloodpoints at all for, say, five to ten minutes then the game automatically goes into sudden death endgame collapse or something similar. This would avoid annoying stalemates like the one being described as well as things like two survivors both just hiding and hoping the other is found first or a killer bodyblocking the last survivor to prevent them from getting to an open hatch, etc.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801479#Comment_2801479
Where does it say that in the part that I highlighted?
It says it in the rest of that paragraph,
If they are making no attempt to down anyone and purely stalling the game by keeping everyone in madness 3, only downing and slugging them if they refuse to move, that would be considered holding the game hostage. We would need to see that they are doing this for a long time, though, not just a couple minutes. The 3 gen strat on its own is not bannable, it only become an issue when it's being used to grief instead of win
He’s not talking about guarding a 3 gen, he’s talking about specifically doing non-damaging actions which prevent the gens from being worked on at all simply for the sole purpose of dragging things out as long as possible.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801462#Comment_2801462
The part that I highlighted does not say the word "Doctor" at all. The quote as a whole did refer to the Doctor because that was the topic at hand, but that portion of the quote referred to 3-gens in general.
No, it refers to using a 3-gen in a hypothetical situation like the Doctor that was in the preceding statement where the killer is avoiding even trying to injure people at all and is preventing the gens from being completed in non-damaging ways. You can’t just take that one sentence out of the context of the rest of it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2801448#Comment_2801448
I found the same post which already got posted by @TAG .
And the situation would not be different if the Killer would just keep injuring the Survivors. The Survivors would have to retreat to heal and can then try to do Gens again, just for them to be chased away.
The Killer is not planning to progress the game. At some point, if the Survivors are trying to do Gens, the Killer has to commit to a Chase, even if this might mean that the Survivors complete the last Gen. But if the Killer decides to only protect the Gens, the game will never end. And you cannot really say "The Killer is just defending Gens", otherwise you would also have to say "The Survivor is just surviving", if two Survivors are hiding without any intention to do Gens.
Otherwise, can you explain me, what the difference is between Survivors not trying to complete Gens and a Killer not trying to kill Survivors? Both sides are not trying to win at this point (holding a 3 Gen until Christmas is also not winning...).
But, maybe @MandyTalk can give us some insight here - would a Killer hold the game hostage in this situation? Tagging you because I feel the discussion would go endless if there is no clarification.
Holding a 3 gen until a survivor makes a mistake you can capitalize on is winning. Why is it the killer’s responsibility to intentionally be baited into a losing chase when eventually the survivors might slip up and get downed out of position? Just because a strategy takes longer than normal to work doesn’t imply it’s not a rational strategy or bannable.
Survivors on the other hand have a different winning strategy if a killer is playing zone defense. Split up and work on gens separately. Again, it takes longer than normal, but if they do that then the killer is on the backfoot if the survivors can manage to avoid getting downed in the process. If survivors aren’t even trying to do that though and are just hiding then that’s on them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801456#Comment_2801456
It very much says in the part I quoted that you can get punished for guarding gens if you are not trying to down anyone.
No, it’s specifically talking about a situation involving a Doctor using Madness to make it impossible for survivors to work on gens at all and going out of their way to avoid injuring when possible.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801452#Comment_2801452
If I actually find the post that I was referring to (something that I freely admit might not be possible if the mods decided to delete the thread due to it discussing bans), will you admit that you were wrong or will you accuse the post of lying?
Which post are you talking about? If you’re talking about a post from someone saying “I got banned because I guarded a 3 gen” then yeah, that person is lying. If you’re talking about a post from a dev saying “we ban killers for guarding gens” then go ahead and find that post, because the one you linked from Peanits doesn’t say that.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801448#Comment_2801448
I explictly highlighted the part that said that 3-genning is not bannable unless you are not using it to try to win the game. That is a general stance, not one that specifically necessitates the Doctor.
And you also posted what I said
Go ahead and post a link from a dev confirming a killer got banned for guarding gens. I’ll wait.
Again, nobody got banned for guarding gens.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801438#Comment_2801438
Here:
https://forum.deadbydaylight.com/en/discussion/comment/521124#Comment_521124
"The three gen strat on its own is not bannable, it only becomes an issue when it's being used to grief instead of win."
You can get punished for hostage holding if you are just trying to hold the gens without making any effort to down Survivors.
That is not at all what Peanits is saying. The situation in that post is a Doctor who isn’t even injuring survivors, they’re just shocking them over and over into Madness so they’re unable to work on gens at all. And it’s not even a real scenario in the first place, nobody got banned over it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2801411#Comment_2801411
I have seen confirmation that you indeed can get banned for it.
Both sides are responsible to advance the gamestate. The Survivors by at least trying to complete Gens and the Killer by at least trying to kill Survivors. If a Killer is just standing in their 3-Gen, chasing away Survivors who try to do Gens and not following them, the game will never end and at this point, the Killer is holding the game hostage.
I know this forum is just WONDERFUL and Killers will NEVER be the evil guys and all Killer players are just fluffy and sadly also victims of those evil Survivors (I heard playing Survivor is the same like eating Puppies)... But Killers who dont make any effort to progress the game are also holding it hostage.
Go ahead and post a link from a dev confirming a killer got banned for guarding gens. I’ll wait.
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I think Meyer’s playstyle variant add-ons (Mirrors and Tombstone) are the most fun in the game. I’m not a fan of his base kit ability but he’s a ton of fun with those add-ons. Just my opinion.
I believe most killers have at least a couple of really good add-ons or add-on combos. Honestly if you just play the killer you have the most fun with that’s what matters more than exactly how good their various add-ons are.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801415#Comment_2801415
See, I don't believe you actually can. The best you can do is not believe it.
I also wouldn’t believe a poster who said they’re a rich exiled oligarch who just needs to use my bank account to get their money out of their country. There’s zero reason to believe someone was banned for defending gens, why would I have to have specific proof they’re lying?
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Absolutely wrong. Bloodhound is a tracking perk that is immune to the most common survivor perk defenses. Hiding auras from Shadowstep and Distortion doesn’t work against it, neither does Iron Will or crouching. It works continuously passively all the time with no input required on the killer’s part and no special triggers like with Nurse’s calling only working while a survivor is actively healing.
Yes, it’s possible to see blood without it, but it’s also practically impossible to miss seeing blood with it, something which isn’t true on various maps with dark ground and grass and shadows. Plus the extra duration of the blood trail that Bloodhound gives makes it even less likely an injured survivor will avoid detection for very long. And since downing injured survivors is typically a more effective method of putting pressure on survivors than injuring but not downing multiple people it’s a perk that works best when you’re efficiently going for downs in the first place.
Bloodhound is a seriously underrated perk.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2801411#Comment_2801411
I have seen this post with my own eyes. I can't tell you for sure if the poster was being truthful or witholding info or anything, but I can promise you 100% that this thread existed.
I can guarantee if a poster said they were banned because they were guarding gens they’re lying.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2800751#Comment_2800751
Only partially correct. Both sides are expected to progress the game. If the Killer is making zero effort to down people and is only pushing Survivors away from gens, they can very much be reported. I'd need to see if I can find the posts in question, but not only have I seen mods confirm this, but I've seen at least one thread of someone actively complaining that they got banned for playing "get them kids off mah lawn" with the gens and not trying to actually down Survivors.
You won’t find that post because it never happened. No killer would ever be banned for defending the gens.
If survivors refuse to actually try and do the gens that’s their fault, not the killer’s. Killers aren’t holding the game hostage if the survivors are too afraid of being downed to do gens.
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I get better matches under the current system than the old Emblem system, no question.
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I can see why they would want the yellow gas to be slightly harder to use than the pink gas since it effectively speeds the Clown up the same amount the pink gas slows survivors down. So if the Clown could hypothetically just easily speed himself up at a moments notice he'd always do that instead of trying to slow the survivor down.
That being said, the fact that the yellow gas takes a couple of seconds to become active after it's thrown already makes it hard to use in a chase unless you're fairly far from the target or happen to be at certain types of loops or pallet drops. Basically if you're within say 15 meters of the survivor you're probably better off using the pink gas most of the time simply because of that time delay.
So I'm not sure why, in addition to the time delay, they feel the gas also needs to help survivors in it. The only thing I can think is maybe when they were testing it internally they thought it was too powerful without that extra bit of helping survivors? Either way it's clearly intentional because there are even Rift challenges that involved speeding up survivors with yellow gas, so it's not accidental it works that way.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2800937#Comment_2800937
Her og outfit I believe (Or the recolor of the og) Says shes a sophmore in highschool. Meaning shes most likely 15-16
Probably 16. Or just an old outfit. 🤷♂️
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I would even say new killer players don't need to worry about trying to figure out if a "tile is safe/unsafe" per se, that's a lot to ask for someone just starting out. The main thing is, if you chase someone and either they stun you with a pallet or you just don't seem to be able to catch them, break the pallet and switch targets to someone doing a gen. Switching off when you have trouble catching someone gives you an opportunity to maybe catch a different survivor who's working on a gen off guard or out of position or who's just weaker at running away than the other one you had been chasing. And taking out that weak link helps you put pressure on the rest. Once an easier target is eliminated it gives you a lot more time to get someone else.
Figuring out specifics on how to loop particular tiles and what areas are strong versus weak is more advanced, just getting into the habit of switching when a survivor is too hard to catch is the main thing.
Also
- Contrary to popular belief, just standing around the hook waiting for survivors to come to you is usually not as good a use of your time as going to where the other survivors are and chasing them. If you can chase someone while a survivor is already on the hook then you've got the hooked suvivor, the survivor you're chasing, and a third survivor going for a rescue all not doing generators, leaving just one survivor progressing their escape. If you just stand around waiting for that survivor to die you'll spend two minutes while the other 3 can just do gens the whole time, or one will trade hooks while two survivors do them, and in either case they'll get 3 or 4 gens done before you have maybe one kill or one hook trade. Guarding a hook isn't ALWAYS useless, if the survivor is only a few seconds from progressing a hook stage for instance then sticking around briefly might be worthwhile. But it's really better as a niche tactic.
- Kicking generators is usually not worth the effort unless you're pretty sure there's not a survivor around to stabilize it (aside from when you have a perk like Pop Goes the Weasel that you get a special benefit for kicking the gens). Unless the gen you kick is left alone for at least a good 15 or 20 seconds the survivors will make back that regression in just a few seconds (since your regression speed is a paltry 1/4 the speed survivors repair it back.) So kicking generators should be a very low priority, instead spend that time looking for the survivor who was working on the generator.
- As a rule of thumb, if you see a breakable wall and you're not in a chase, take it out. In fact many maps have a main central building that has a couple of breakable walls that are worth taking out right at the start of the match. While it's true that there are some specific walls that breaking them isn't as valuable as others, most breakable walls do make their area easier to loop for survivors so if you smash them early when you have a few seconds to spare then when a survivor invariably tries to run to that area you'll have an easier time catching them. And on some maps, like Midwich, if you break the walls in the corners early it'll give you much easier access between floors for the rest of the game. Just think of it like breaking already dropped pallets. 😉
- Don't forget to do daily missions and rift challenges. You can get quite a lot of bonus bloodpoints from those. Also, if you follow DbD on the official forums or their twitter feed, they often have free codes worth hundreds of thousands of bloodpoints as well. And don't feel like you need to go and try and unlock literally every perk on every killer. Especially starting out you'll be winning or losing matches based mainly on how well you play the game, not your perk load out, so just play the best you can with what you have and eventually you'll pick up perks you like along the way. If you can learn the game and get good enough to catch people in chases and win games using generic perks you get without much effort then by the time you have a ton of perks and characters unlocked you'll be in prime shape to use them to maximum advantage at a higher level of play.
- Wear headphones! Hearing survivors is just as important in this game as seeing them. Not only can you find survivors that you otherwise don't see directly by listening for their footsteps and breathing, but you can also hear when they're working on gens or opening boxes or fiddling with totems and so on. I can't stress enough how important it is to wear headphones so you can tell exactly what direction sounds are coming from.
- Remember that the game is built around most matches having 1-3 survivors escape so don't get upset if you think you played pretty well but the Exits got opened and people got away. If the survivors play at least as well as you do then that's supposed to happen. Just do the best you can and enjoy the times you get 4 kills as a bonus.
- Also remember that the first two or three gens are the easiest ones for the survivors to complete because you have more ground to defend and all of the survivors are alive and active at the start of the match. It's when you're down to the last gen or 2 that things get harder for the survivors, because by that point you've probably got someone on a hook, are chasing someone else, and it's particularly bad for them if you've got an elimination by that point. Many games have a large chunk of time spent in that stage with 1 or 2 generators left to complete, and most 3-4 kill games get to that stage before the killer's momentum snowballs to victory. So don't think you've lost just because the first couple of gens are finished quickly. It's those last couple of gens that are where the game can shift to your favor if you're keeping up the pressure.
- Don't bother using offerings that change the mist, offerings that make the survivors start spread apart, or offerings that reduce the number of chests. They're all either worthless or even counterproductive (e.g. survivors are actually more time efficient when they are separated, so you forcing them to be apart with an offering is helping them!) Stick to the offerings that give you bonus bloodpoints, put your hooks closer together or (if you're feeling like watching the animations) the memento moris.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2799854#Comment_2799854
Susie from the Legion is 15.
I can't find anything saying she's 15, do you have a link? (I found a bit that says Joey is 19, I don't see anything about Susie's age anywhere.)
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800672#Comment_2800672
I do from time to time use Fearmonger. Blood Echo sucks in my opinion. It's to situational. Only effects survivors who are injured after a hook and has a cool down, seriously? That perks needs a buff if Dead Hard is going to be used by 3 or 4 survivors every game you get in.
Yeah, Blood Echo only applying to injured survivors isn't great, unless you're playing a killer who can keep people injured obviously. The recent buff to Fearmonger was nice though. 🙂
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The emblem system was terrible, the current system is definitely better.
As far as measuring the results, I'm assuming they look at the statistical ranges of kills per match for matches which have all five players in roughly the same MMR bracket. Their goal is presumably an average of around 2 kills per match and median results between 1-3 kills per match. (So most matches at least one person escapes and one person dies.) And anecdotally, at least in my games, that seems to probably be the case.
Mismatches though are caused by other factors unrelated to whether or not the MMR itself is accurate.
- If someone leaves a lobby, the game has to find a replacement as soon as possible to prevent the four players who stayed in it from having to wait an even longer time to play. So it will shove in the closest match at that exact moment rather than wait for a better one
- Players with high outlier MMRs might not have enough opponents in their range to go against, so after waiting a while they'll eventually just get put into whatever lobby is available. Likewise for new players. (Which ironically is probably the cause of the thousands hour streamers going against brand new people with very, very low ratings. There aren't enough people in either of their brackets so they get put into whatever slot is up at that moment, sometimes against each other.)
- Some people play in swfs with their friends who can be very different MMRs. While the system does make reasonable matches when all the players are around the same MMR, I don't think it necessarily is as good at estimating what MMR a killer should be when some survivors are much higher than others in the same group. It's probably just doing something simple like taking an average, when to be really accurate it would need to do something more sophisticated like have a neural net trained to input survivor MMRs and output an optimal killer MMR.
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I agree Dead Hard could probably stand to be nerfed, but it doesn't get under my skin that much as a killer. It's just a thing a lot of people use and that's the way it goes. 🤷♂️ If it's really annoying you, though, maybe try running Fearmonger or Blood Echo or Exhaustion causing add-ons. And as a bonus those also shut down the other Exhaustion perks too like Lithe and Balanced Landing and Overcome.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2800216#Comment_2800216
You are also assuming the following:
- people dont get rid of ruin
- people dont 99 gens
- people dont try to remove their hats before finishing the first gen
So even the average 1k would simply lead to people 99'ing gens, getting rid of masks when possible, then go for the exitgate ASAP and get out while the 4th person goes for the hatch.
Against any aware player, this is averagely a 0k, a 1k with 21%(1 survivor forcing death by running in the gate) and a 2k with 4.6%.
It's really not a viable strat. Having not even a single kill 79% of the time makes it simply laughable.
I didn’t mean my comment to say how effective or ineffective the afk Pig is as a whole, I was just curious what the probability was they would get a kill assuming someone did one of the gens before all the hats were off.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800186#Comment_2800186
I mean this current meme strat is just 50/50 pig with more traps and no chasing involved
I got curious on the math and the breakdown is
0 kills - 32%
1 kill - 42%
2 kills - 21%
3 kills - 4.6%
4 kills - 0.4%
Average 1 kill
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2799854#Comment_2799854
Actually Disney has been eager for people to work with their licenses so alien is possible
That would be great, by my thinking is they probably already have a video game licensee for Alien which might interfere with Behaviours’ ability to get it. But if I’m wrong awesome! 🙂
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@ThatOneDemoPlayer said:
So Pig isn't going to get nerfed again? Awesome
That’s not what the response says. It says people won’t be banned for blocking the boxes. It doesn’t say whether or not they think that’s a gameplay issue that should be addressed. (As an analogy, they didn’t ban people running to the second story of buildings with Boil Over but they did nerf the boost survivors get from it when the killer drops from a height.)