gendoss
gendoss
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- gendoss
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@Crowman said:
Hag is an older killer. BHVR's design choices of making killer powers not work around hooks didn't really start until the last couple of years.
Yeah but how hard is it to change that one thing about an older killer? They just recently changed her traps so they get triggered by downed survivors.
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Well if my main was OP and they got nerfed I would be totally fine with that. The game should be balanced because it also makes it more fun to play as that killer when they are balanced. If there is genuine counterplay that means that you now have the ability to genuinely outplay survivors instead of just being handed wins for no reason. It's a lot more healthy, fun for everybody, and better for the game.
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/2899015#Comment_2899015
Everyone says that but doesn’t say how to rework it. She’s been here since day 1, so surely you have a rework in mind?
Yeah I have some ideas on how to make her better. My first thought is that maybe she could be like Plague or Oni where she has an OP power but has to build it up in some way like getting hits first or something. Just make her to the level of other high tier killers that have some sort of counter, drawback, or buildup to her power.
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@CreeRoyalty said:
I'm not seeing rank anymore on the end of round scoreboard. Was it removed? If so, that's some horse manure. They just don't want you seeing the matchmaking system at work. Before, we couldn't see the ranks, I had to apologize to newer players/killers constantly because they'd be matched against four red ranks (a lot of times four rank 1s and 2s). We should be able to see how fair we're matched...or are you getting a lot of complaints about your matchmaking system that you're obviously so proud of?
Grades =/= skill. I go against Ash 4s all the time and they're just as good as some iridescent 1s I play with. They were hidden because people kept thinking that the grades were used for matchmaking and that it indicates skill at all and those are both false.
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The game gets boring playing as and against Nurse, that's why she doesn't have a super high pick rate. The game was designed around playing with pallets, windows, walls, and loops but she just ignores all of those. If you can teleport through every object in the game how is that fun to play as or against? There's no challenge whatsoever. She's probably the worst designed killer in the game.
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It's also like a St. Patrick's Day charm...
In April.
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Yeah I've seen a couple people do that. It's hilarious.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2895023#Comment_2895023
Really? That's weird.
I had so many matches where I got found first, camped, tunneled off hook and still managed to escape.
I have too and you have to admit it's almost entirely luck whether your teammates will actually do anything the whole game or not.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2895041#Comment_2895041
dead hard doesn't slow you down drastically after you use it, lunging does. If lunging worked like dead hard, you wouldnt see killers moving at all, they'd just be constantly spamming lunges for distance.
What the hell is the comparison lmao.
Yeah I'm not saying it doesn't slow you down but you can just hit through every Dead Hard if you time it correctly.
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2895032#Comment_2895032
Few things: Don't stick to the Piano side. That's the fatter side.
And the other thing is that you can practice this. Because that shouldn't require Bloodlust. Unless the guy was Spine Chill Resilience.
Or a Subtle Hacker.
Yeah it's possible he was a subtle hacker and honestly probably was but I still struggle with even the most basic loops and I do everything I can especially playing the short sides and people can just fake the pallet and then make it a whole loop by me hesitating for 0.5 seconds.
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A standard killer lunge is longer and faster than Dead Hard. Killer moves faster and essentially gets infinite buffed Dead Hard attacks and you're the one saying Dead Hard takes no skill?
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The one where I couldn't down the guy with bloodlust 3 and NOED was this piano loop here. I ran around it, double backed, and tried mind gaming it and he ran around it like 20 times before I could down him and I barely did it. When I'm a survivor it's a guarantee hit so I don't understand what I'm doing wrong. Even with an extended lunge like tier 3 Myers I can't down a survivor at the most basic pallet like that.
If I were to kick the pallet he would have just made it to the next pallet and did it again. It felt literally impossible.
@CharlieChatBox said:
Do you have a picture of the loop? Some Loops do require brute force, while some can be double backed. Thank you.
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Very true. Whenever I spawn in as survivor I know within the first 30 seconds whether I'm winning or not and most of the time it's not. Nobody can last more than 20 seconds in a chase and gens take 80 seconds. Survivors are playing catch-up right from the very beginning of the match.
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Oh I just saw someone on my friends list named Hex: Offender
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Hex: Premarital is a good one.
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Nurse - ignores walls, pallets, and windows... why?
Artist- forces you into a no win scenario at every pallet.
Twins - Can somehow camp the hook and chase somebody across the map at the same time. Also is designed to slug.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2893937#Comment_2893937
I mean not really Hackers can do that to other players Behavior is aware of that.
Are they really? How could they tell. They don't have a way to check certain stats in the game like speed or if anybody is editing the game files.
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@MonsterInMyMind said:
No, each report is reviewed by an ACM (A Human Moderator) pretty much who looks at the video evidence, and they've been trained to spot what cheaters, look like.
Yeah but if I'm floating around and leave the game early doesn't that show that I'm the one hacking?
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I'm sure there has only been like 1 or 2 bots that have actually played. The community overreacting as usual. Just wait a week and then people will be complaining about Dead Hard again.
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Bruh come on now. The dbd community is so negative they can't even let us have jokes.
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@Pulsar said:
Why would you want to play anything except SWF?
Well I like killer when I'm evenly matched. I would play more of it.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2878317#Comment_2878317
And here I just put on NOED when im learning killers.
https://forum.deadbydaylight.com/en/discussion/316916/mmr-is-causing-me-to-not-play-killer
Basement Huntress with exhaust hatchets can help alleviate your problems.
Sometimes I don't even fight the horrible balance of the game anymore. If I am on some dumpster tier killer and the game is like "here's your sweaty 4 man" I usually just facecamp the 2k or dodge. 2k is the target balance right? Beats having to sweat for it, easier to camp at 5 gens. The devs have released the stats on how busted SWF is so no reason to get upset about it.
All you can do is play top tier killers with meta builds. Me? I have played so much Nurse when I started DbD I never want to play her again. I get more enjoyment basementing people anyways, even if it's not always super viable.
I just played a game where I got 3 people in the basement. Every person was running DS and unbreakable and I picked up all 3. That win was practically handed to me and I just lost because of perks. I don't think those perks should be nerfed it's just really unfortunate that I'm getting full stacked teams.
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@Shaped said:
I wish there is a training mode for all killers. It doesn't have to have bots, just put static survivors in there and let me practice my power.
What I do when I practice new killers even against good survs is just downing them and letting them wiggle out. Only going for chases until I feel confident enough to play normally.
Until then I don't take the game seriously.
Yeah that would be nice. I also just wish the MMR worked better and didn't give me thousand hour survivors against my baby Huntress.
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I actually don't really like the Ghostface changes too much. Having the 60 second exposed timer is going to be really annoying. It was satisfying when you were able to outplay a Ghostie for long enough that your exposed runs out but now it will be harder to do that.
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Was 99ing that big of an issue previously? I just never cared about it because a situation in which you would actually 99 heal yourself was so niche and practically useless.
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@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2871078#Comment_2871078
deathslinger also has a 32m TR
Oh, you're right. They changed that in 5.3.0 which I did not see.
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I would rather them not add slenderman but he isn't the worst pick. He at least could make sense being a humanoid. Some people want Chucky and man that is the worst idea ever.
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@Peanits said:
Yes, we're planning to share what was testing afterwards. If we find anything interesting, we're hoping to share some stats on the tests as well.
Yay!
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I think they've said in the past that they don't make many changes until 3 months after the chapter release. They like the new content to settle in before making changes erratically.
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uh... 5.2.2m/s...? I think you mean 5.22m/s and that would be true if it was 0.02m/s which is nothing.
0.2m/s means that instead of 5.2m/s he'll go 5.4, and then 5.6, and then 5.8.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/NQPZA4M8EFZF/sbmm-tests.png
Since we launched our new matchmaking system last year, we’ve received a wide variety of feedback and suggestions for improvements. Some of you have asked for fairer matches, even if it means waiting longer, while others have asked for faster queue times above all else. This makes sense since region, time, role and ratings can all affect matchmaking, and some folks are looking for a casual experience while others are more competitive.
With that in mind, we’re asking for your help to put these suggestions to the test. Over the coming weeks, we’ll be running a series of matchmaking experiments, with each experiment lasting one day. Our goal is to find a nice balance between queue times and fairness that everyone can be happy with.
If you’re curious, here’s a brief explanation of how the matchmaking system works: When you queue up for a match, the game will look for players with a similar matchmaking rating to make the match as fair as possible. If it’s unable to find even opponent(s), it’ll gradually expand the range over a few minutes until you get a match. This way, we try to give you a good match if possible, but you’re guaranteed to get a match if you’ve been waiting a while.
When is it?
The matchmaking experiments will take place on the following dates:
- March 28th
- March 29th
- March 30th
- March 31st
- April 4th
- April 7th
Each of the experiments will last 24 hours and feature one or more tweaks. The tests will begin at 11AM EDT.
What’s changing each day?
It’s a mystery! We don’t want to influence your opinion by spoiling what’s different, so we won’t be revealing what we changed ahead of time. One day may favour faster queues over match quality, while another may prioritize finding the most even opponent(s) possible.
How can I help?
Let us know how each day feels! Were you getting matches quick enough, or did it feel like you were waiting too long? Were you getting close matches, or were your opponent(s) all over the place? Each day, we’ll create a new forum section and ask for your thoughts. You can find the sections here: https://forum.deadbydaylight.com/en/categories/matchmaking-tests
It would also be helpful to know what your matchmaking experience is usually like around the time you play so we can compare the effects of the experiments.
Beyond that, just do what you normally do. We’ll be watching queue times and match results behind the scenes to cross reference with your feedback.
That’s it! With your help, we look forward to improving the matchmaking system. In case you missed it, we are also working on other improvements to the matchmaker. You can find a list of edge cases we’re looking into in our January Developer Update: https://forum.deadbydaylight.com/en/discussion/302821
Here
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2871221#Comment_2871221
Maybe they’re both S tier but on a tier list like this, Nurse absolutely deserves a nerf way more than Spirit does. Practically because Nurse keeps the game from being balanced because she doesn’t play DBD really.
Also can we stop basing our opinions off of large content creators?
I'm not basing my opinion off of large content creators but when there's very experienced players in both roles it's good to consider their opinion a bit more than the rando who has 100 hours.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2871200#Comment_2871200
It’s an Iri and a purple. It’s not like you can bring them in every single game. If you wanted to address certain add ons needing changes then make in a new tier. Don’t put Spirit in the same tier as Nurse because the BS things Nurse has does not even compare.
There wasn't enough of those cases to warrant making an entire new tier. Also I don't know a lot of people who wouldn't put Spirit in the same tier as Nurse on a standard tier list. At least most experienced content creators like Otzdarva still think she's top tier and she is. She's insane.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2871071#Comment_2871071
Spirit already got nerfed. She is fine.
She is essentially unchanged if you use certain addons.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2871187#Comment_2871187
I just want to know why you want to nerf Deathslinger, Trickster and Twins. That just makes no sense to me.
Deathslinger and Trickster have a weak 1v1 Power and no 1v4.
Twins get bodied by CoH and staying in groups of 2
Deathslinger and Trickster can guarantee to down you at any unsafe loop (which is more common than safe loops on pretty much every map except for like Gideon). The thing is any killer with a 4v1 power like Legion and Sadako are inherently terrible because a good downing potential like Deathslinger will translate into good 4v1. So when the game starts it's 4 survivors doing generators, when a killer hooks 1 survivor that's now only 2 survivors doing gens because 1 is on the hook and 1 is going for the save. If you can quickly find another survivor to chase that's now only 1 survivor doing a gen.
Somebody like Legion or Sadako can push people off gens but it means nothing if they can't get those downs because their chase power is horrible. It means basically nothing. Trickster and (more importantly) Deathslinger can guarantee to down you at any low wall loop. They shoot over walls, through windows, and over pallets. Any window pretty much means death against Slinger cuz he shoots super fast and will hit you. Trickster is kind of similar but he just has a fast projectile that has to hit you 6 times. 1 pallet or window vault can guarantee like 4 knives. So my method behind the list is mostly killers with great downing potential need some sort of nerf
Bubba is there cuz he can guarantee a 2K every game if you camp. You basically only need to get 2 downs in the game and then camp them to death and it's a tie.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2871180#Comment_2871180
That's still an extremely long list with only a few Killers that actually need any nerfs. 7-8 of those Killers don't even need nerfs, 3 of those even need buffs
Ok, that's your opinion.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2871071#Comment_2871071
You think more Killers need nerfs than buffs? How
Yes but there are more killers that needs buffs and are fine than need nerfs.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/2871116#Comment_2871116
wait seriously?
like being Max rank has nothing do with my MMR whatsoever.....have i been lied to this whole time
Yeah, your MMR is completely invisible and is pretty much only based on your escapes as survivor and kills as killer. The grades used to be your rank but then they changed to MMR and just made them useless. The grades technically have value because they reward you with bloodpoints at the end of the month but that's it.
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The grades you are given in the game don't actually mean anything. That's not your rank nor is it used for matchmaking. Your actual rank used for matchmaking is invisible so you should just ignore the colored grades because it doesn't do or mean anything in the game.
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@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2871033#Comment_2871033
nemesis is 4.6, doesn't need to reload after each power use, can break pallets, hit through them, has 2 zombies (LUL)
He also has a 32m terror radius, needs to hit you 3 times unless he's just an M1 killer, and has 2 zombies that are inconsistent at best and useless at worst. Deathslinger can guarantee you to die at any window and most loops.
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Here is mine sorry for the bad crop.
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Yeah of course I would take that. CoH is not really that good so survivors would just be receiving an insane buff with a bad perk going away. That's fine lol.
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How is Nemesis fine but Deathslinger needs buffs? Nemesis pretty much has the same power but he has to hit you 3 times and Deathslinger has a way longer range.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2870929#Comment_2870929
Did they say they are fixing mmr or fixing the part where it's thrown out the window to manage queue times?
Fixing the queue time thing. They told us that it's going to prioritize matchmaking over finding fast games from now on.
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@Tsulan said:
The stats show, that the survivor role is more appealing than the killer role. Way more appealing to the majority of our playerbase.
Now make with that information what you want.
We've known that for a very long time though. This basically gives us nothing.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2870771#Comment_2870771
No, it's even worse than it looks at first glance because of mmr. If killers are getting immediately picked, then chances are they aren't getting fairly matched. The system will only allow a queued party to sit in queue for so long before giving up and matching them with the first killer available. So that SWF bully party with 7K hours each has been waiting for 5 minutes? Nonono can't have that. Here, have fun this Freddy with two perks and 20 hours playtime.
Now after the awful match, how likely will that Freddy be to keep queuing killer? Or playing at all? Or maybe he'll give up on playing Freddy and wipe out the ol Basement Bubba instead. See where I'm getting at?
There are 10x less killers playing than it should be in order for the matchmaking to be healthy. That is so for a reason, because more often than not playing killer feels like pulling teeth. Pulling teeth while a gaggle of idiots tbag around you and mock you. And unless something drastic changes, the issue is only gonna get worse since MMR/SBMM is exarcebating it all. Considering how little the nerfed Samako and how little the nerfed CoH, I'm not saying what about the chances of BHVR getting the memo in time.
Well BHVR said that they're fixing that so it's a non issue.
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Yes. It only shows the surplus of players in the queue and that's it. Realistically what the data means is that there is a lot of space for active matches on the servers and a ton of games going at once.
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The game is not dying and is around the same amount of players as march of 2021. Nobody in March 2021 said that the game is dying in fact it was a really good month per the time of year. What happened is that a ton of people played last summer for the Resident Evil chapter and then more came in for October cuz it's a horror game and then it dropped back down to what it was last year. This is totally normal and in fact it's good, the game was never dying nor was it in a bad state last year. It's like the 24th most played Steam game right now. Top 24 games of all of Steam is fantastic.
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It hasn't even been a full month yet... What do you mean it's gone by fast? It just came out lol.
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So the article even says that the killer numbers are not as they seem because when you queue up for killer you're essentially getting taken into a game immediately so they can't get a good read on it. The numbers are deceptive because there are more killer players than are shown. The numbers that are seen are just the surplus of players, the ones in queues, not the ones in games or lobbies.
There is practically no reason to extrapolate anything from this data because this is only the SURPLUS of players, not the actual amount of people playing the game. Realistically what this means is that there are a lot of games being played which allow a ton of people to play at once and not be queued.
Also am I the only one who thinks that a 5 min survivor queue is not bad? I remember when I played League of Legends in the middle of the night I could be in queue for like 15 minutes.

