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hatchetChugger

hatchetChugger

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hatchetChugger
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  • @stikyard said:

    It's probably the number one complaint from the Killer side and rightfully so. There is no downside to this perk. It turns every chase into a 3 hit down. Hitting a skilled Survivor three times in a reasonable amount of time requires meta gaming on the Killer side or GG.

    It needs a sublte nerf, I've been thinking about "Broken" status until you go down. At least this way if the Killer does give up chase, you will remain injured for the rest of the match essentially. If the Killer later picks up chase on you again, he won't have to three hit you again, only two.

    It adds a slight negative effect which is better than nothing.

    Thoughts?

    Maybe just learn to be patient and bait it. Approaching every survivor with the mindset that they have DH helps a lot.

  • @CleanseThis said:

    Let me clarify, I only do basement builds. I'm not interested in engaging in the long chase and hooking at random hooks. This to me is a pointless endeavor given how survivor sided the game is. I can randomly trap windows, pathways and even pallets but why? That takes time and can be countered at any point. There's no guarentee one will fall for my trap. The basement on the other hand is my playground. I engage in a chase, down the survivor and hopefully get them to basement. When this happens it's fun time, Trap it up, patrol but stay close by and wait for the inevitable save attempt and go from there. I don't carry gen slow-down perks because there useless. My aim is to get the survivor to the basement and defend my bounty while simultaneously securing more. On average i net me a 3k each game from doing this and it's fun. They come to YOU!, whether during gen repairing or after all gens are done.

    NOED, Agitation, Iron grasp and STBFL is to die for.

    Least insane Trapper main.

  • @Devilishly_Rowdy said:

    As we all know in the last dev stream it was pretty much confirmed by the devs (Patrick) that BT could be made basekit. And i swear if that happens, dbd will have to come up with BOT killers, cuz nobody will play the role anymore. After the COH and MMR abominations whatever little killer mains you have left to entertain your survivors, will leave too. The game already has no horror element to it and you're gonna make it so survivors can unhook at the killers face everytime? When the gens fly too fast (despite gen defense perks) the killer just wants to secure a kill and you're gonna take that away from them too? A survivor being toxic all game can't be camped and will get away if BT is made basekit. You guys will punish camping by making BT basekit, how about punishing bad plays and rewarding killer mind games by removing dead hard for survivors? But again, go ahead and make BT basekit, see what happens, it'll be the last nail in the coffin for this game.

    BT basekit is giving every survivor 5 perks. Super fair, BHVR.

  • @Satelit said:

    Yes Yui would make SO much sense

    What do you mean by that?

  • @Vyne456 said:

    So it was disabled because of the god spot right on top of Midwich and then haddonfield was reworked and then it had a god spot too.

    If it's disabled please rework it. No body wants to play that map because people can abuse boil over and it gets annoying.

    You misspelled "remove".

  • @Mister_xD said:

    Prologue

    Hello everyone,

    First of all, this is not actually a post that I really wanted to make. As some of you will probaply know, I no longer play this game, so my enthusiasm for it has dwindled too. I have just not been having the motivation to make a long post like this one for a long while now, though I did write down the thoughts from this post in earlier comments already, just in a less detailed form.

    Ever since i quit DbD in August 2021, I have been reflecting on why I quit and after discovering the reasons, decided to dig a bit deeper and find the reasons for those reasons. And I do think that I managed to figure out an issue this game has that I barely see anyone talk about, yet sooo many things people do talk about and discuss end up being direct consequences of this one, bigger thing.

    So I did decide to make this post eventually, simply to shed some light onto what I believe to be, by far, Dead by Daylights biggest problem right now. The "root of all evil", if you will.

    Also I am not saying this was DbD's only issue, there are some others that are very much seperated from this one that are important too (e.g. the discrepancy in strength between solo Survivors and SWF groups), but I believe this one to have the biggest impact on the game as of right now. And do keep in mind that this is my opinion, it is very possible that some of you might view other things as more important issues than this one.

    The Issue

    I'll be straight forward and tell you the problem right away:

    The Survivors objective is unfun and boring.

    Now before you go in the comments and start calling me crazy, please read my reasoning for this being DbDs biggest issue first. It is a lot more complicated than this one sentence might make it look like.

    How to balance an asymmetrical game

    I know this might seem off topic, but trust me, this is very important for later.

    Dead by Daylight can be split into two seperate "games":

    1. The "Macrogame" (referring to the overall trial and its progression)
    2. The "Microgame" (referring to interactions between both sides)

    The way we can create a balanced experience for both sides is, by making each side dominate on of those two cathegories, but as a result of that be weak in the other.

    Essentially, this game boils down to both sides racing each other by pushing their strong suit and hoping that they can finish their objective before the other side has been able to finish theirs.

    Due to this being an asymmetrical game, the side that has less players in one round (Killers) needs to be the dominant side in the Microgame, while the opposing side (Survivors) gets to dominate the Macrogame.

    This makes sense, given the Survivors superior numbers that allow them to apply pressure on the Killer in multiple different locations, which the Killer can not contest due to them only being able to be in one place at a time.

    To make this fair for the Killer, they need to have the upper hand in this 1v1 interaction, so that they don't waste much time on this one Survivor and can instead go and pressure the team after dealing with them quickly. This is also why they are referred to as "the powerrole", even though they themselves arent any more powerful than the Survivor side is, but they feel very powerful due to the fact that they heavily outclass an individual Survivor.

    In other words, a balanced Dead by Daylight would be a game where Killers dominate in chases, whereas Survivors dominate in generator progression, with the deciding factor being who can be more efficient in "their game" of DbD and outperform the other side.

    How the Issue affects DbD's balance

    In a balanced Dead by Daylight, as discussed above, long chases do not exist. Killers dominate in this aspect, so Survivors will want to avoid chases altogether, focussing their gameplay on generators.

    But generators are no fun. No one wants to focus their entire gameplay on holding M1 and occasionally hitting space bar - understandably so.

    If this game were to ever be in a balanced state, Survivors would be the ones quitting out of boredom. And since Survivors are just as essential to this game as Killers are, while also making a majority of its playerbase simply because of the 4v1 nature of this game, this would be very bad news.

    This is also something that I believe the Devs are very aware of. They have stated multiple times in the past now that they have no intention of balancing Dead by Daylight to make it fair, but to make it "fun".

    But what does that mean exactly?

    What is the one thing you think of when you talk about "fun" in Dead by Daylight? - It's chases.

    Chases are a fast and easy way of bringing action into this, otherwise very boring, game. They are full of fast paced interactions between both sides and you need to think on the run to make the right call in order to avoid certain death at the Killers hands.

    As a result the Devs have started balancing DbD around chases - some people might even refer to chases as Dead by Daylight in its entirety, completely forgetting that there is more to it outside of them.

    While this is a very understandable decision made by the Devs, it is also one that brings major imbalances with it.

    The result(s)

    Due to the Devs focussing their resources on making chases a fair, interactive and balanced encounter for both sides, Killers feel very weak to play.

    Remember what I said earlier about how to balance an asymmetrical game - Survivors need to dominate in the Macrogame, while Killers need to dominate in the Microgame.

    But this is no longer the case. The reality of DbD is, that Survivors dominate the Killer in the Macrogame, as they were designed to, and are equal to them in the Microgame, while on the flip side Killers get dominated in the Macrogame, as they should, but are only equal to Survivors in the Microgame.

    By balancing this game around the 1v1 aspect of it, the Devs took away the Killers strongsuit. Killers now struggle immensly to compete with Survivors, especially since those Survivors can hardly be nerfed in their strongsuit, due to that being a direct result of their superior numbers. Simply put Killers can not end their chases quick enough to properly race Survivors who focus on generatos, meaning any time the Survivor team is working on generators efficiently the Killer will most likely lose.

    As a result the game becomes frustrating to its Killer playerbase, because any time they go up against a team of Survivors with an equal skilllevel to theirs, they are heavily outclassed simply due to this game being tilted in the Survivors favor as much as it is.

    For Killers to be able to win, they need to be on a higher skilllevel than the Survivors are, so that the Killer makes less mistakes than the Survivors and can punish their mistakes more efficiently.

    And this leads us to a very modern problem, namely that this essentially rules out the existance of MMR systems in a game like this - at least functional ones.

    There are two possible outcomes with an MMR system in DbD right now:

    1. The system works and puts players of equal skill against each other. In this case Killers are heavily outmatched and will lose a majority of their games (unless Survivors make a huge, game losing, mistake, but for the sake of the argument we have to assume both sides play equally well), which feels unfair and bad for the Killers. Additionally, the high end Survivors would have no opponents, because Killers can not compete at this stage, which results in very long lobby queue times for them.
    2. The system doesnt work and puts players of varying skill against one another. In this case Killers would get to fight lesser experienced players as well, which allows them to win those games, which feels unfair and bad for those Survivors, as they feel outmatched.

    This means no matter what happens, this is a lose-lose scenario. This is also why I keep saying that the most basic requirement for a functional MMR system is a balanced game, which DbD can not (and will probaply never) offer.

    Another very common complaint by the Killerplayerbase today is, that gens are completed too fast. That however is not actually the case, it's that they are too slow at killing the Survivors.

    And as I explained above, this is essentially an unfixable problem. There are two possible solutions to it, which equally don't work:

    1. Make Killers the strong chasers they are supposed to be to be able to rival the gen speeds - this one turns Survivor gameplay into a hold M1 simulator, making it extremely unfun for them to play.
    2. Make gens take longer to complete - this one makes Survivors sit on gens, holding down M1, even longer than they already have to, at which point no one is having fun anymore because of how sluggish the game has become.

    Both of these fail entirely at the non interactive nature of generators.

    And there are more, but we would still be here tomorrow if I went into detail on all of them, so I'll make it short. Here is a list of other issues that are directly linked to this one with a brief explanation:

    • Maps having too many timewasters for Killers on them or generally not allowing for much map pressure (Pallets and Windows are what Survivors have to have fun in chases, to maximise fun and fairness in chases we need a bunch of them and make it so whoever mindgames who wins)
    • A vast majority of the Killer roster being unviable in high level play (only viable options are Killers with strong chase related abilities to at least sometimes put Survivors in a lose-lose situation they can profit from, who also have good map pressure to fight generator speeds - e.g. Nurse and Blight)
    • Killers getting nerfed who did not need a nerf (strong chase ability = unfun match for Survivors, therefore they get nerfed. This is what happened to Deathslinger or the Twins Toy Sword Add On)
    • Killers being forced to run a bunch of slowdown Perks (essentially a futile attempt to force solution 2. from gens being done too fast. As explained above it makes the game miserably boring for Survivors, but is a necessary evil currently)
    • Camping & Tunneling being such popular strategies (eliminating one player early on makes the Survivor teams overall map pressure take a huge hit, which can allow the Killer to relax a bit more. Not doing this is pretty much a lost trial. This is a result of gen speeds, which are a result of their unfun nature)
    • Playing Killer being significantly more stressful than playing Survivor (you essentially have to play perfect to beat even just a mediocre team. The smallest mistake can cost you the entire game, due to a chase being extended too long and you therefore getting crushed in the Macrogame)

    While not all of those might be a direct result of generators being boring, they are all linked to it in some way. Basically, the boring nature of gens caused the Devs flawed balance philosophy, which is what stops us from properly addressing those issues.

    If we ever want to properly fix those problems, we need to address generators first. If we don't, all we achieve is trading one problematic thing for another.

    What is the Solution?

    A complete rework of the Survivors main objective.

    We need to get rid of the excruciatingly boring gameplay that is holding down M1 while waiting for a progress bar to fill up - and this is not exclusive to generators by the way, all of the Survivors objectives are this boring, whether that be exit gate switches, totems (cleansing and blessing), healing, chest searching - they are all the same.

    Of course these progress bars serve a purpose. These objectives are meant to be timewasters first and foremost, it is necessary that the Survivors spend a good amount of their time on doing them to allow the Killer to find and hunt them down.

    So a reworked Survivor objective would need to be both time consuming and interactive for them at the same time.

    It is not until this is achieved that we can properly address so many of the other, much more noticeable, issues that plague this game today.

    This being said, personally I don't think this is a realistic demand to make.

    Generators are one of the most fundamental mechanics in this game and they have existed for almost 6 years at this point without any major changes to them and with a total of 27 DLCs (some bigger than others ofc) that further change the game and, in many cases, directly rely on this mechanic or further add to it.

    There are Perks on both sides directly tied to generator progress bars and there are some Killer powers that also rely on Survivors being on gens (such as Freddies teleport or the Doctors Madness Skill Checks) that would need to be addressed if gens were to be fundamentally reworked.

    This absolutely does not mean it was impossible to address, however it would require a huge amount of time, ressources and effort from BHVRs side.

    And I mean this when I say it, but I definitely think that at this point it would be easier for them to just work on a Dead by Daylight 2 and redesign it from the ground up with this in mind, rather than to try and somehow fix the current game (also due to spaghetti code that further hinders this).

    However, I would definitely not mind being proven wrong on this. Though it would be a long and tedious process, I believe the game would greatly benefit from it in the long run.

    And they can start small, not tackle the whole thing at once, but maybe start by doing one thing and see how it plays out. For example, rework the Exit Gates to no longer require you to hold M1 next to the switch until a progress bar is filled, but make it require fuses that the Survivors need to collect and insert - each fuse lights up one bulb and 3 fuses open the gate up. It would be significantly more interactive for both sides and it would get rid of people 99%ing the gates (another common complaint you hear a lot). You can also do something entirely different, the most important thing is that something is done.

    Afterword

    Thanks for reading this, admittedly very long, post. Might be my longest one yet, its definitely the one I put the most work into.

    What do you think of this? Do you think I'm right? Or do you think I'm entirely wrong? Did i miss anything crucial? Please tell me down below!

    Also please keep in mind this post is not meant to give solutions to this issue, but soley to highlight it - though if you think you got a good sulution to it you can share it down below too / make your own post about it! The more ideas we can give the Devs on this the better. I also deliberately did not post it in the Feedback subforum, as it is not meant to be feedback to the Devs, but as a bit of an explanation to where I believe the game stands right now and why certain things are happening to it for the community - as stated above, I do believe the Devs are very keenly aware of this issue already (and have been for a long time now).

    Have a nice day / night and I'll see you next time!

    also revert the Slinger nerfs, k thx bye.

    Great post, genuinely enjoyed reading your thoughts.

    I think it is possible to rework Survivors' main objective without removing the mechanic of generators (and perks that are for generators) altogether. Maybe taking a page out of the dev's book for Friday The 13th. Having to go around the map looking for spark plugs, pipes, gasoline, wires, etc. Also having a minigame for installing these components could make generators more interactive. I don't think having these components hidden around the map is a good idea. The should be located near the generator but take some effort to find. This could add more time to complete the generators (less need for slow down perks) and potentially solve the problem of generators being boring.

  • I didnt even notice the date i lost track of how far back i went in the forums mb man

  • @Lord_Tony said:

    maybe because the game is survivor sided and only 2 killers are viable at red ranks

    Ranks have nothing to do w/ mmr.

  • @Mitsui said:

    Why do other players have to impose their map preference on others? I mean, if I cast a map offering, just one, there's a 100% chance the map will show up, it should only be 25% of each offering to the 4 survivors and 50% to the killers because it's 1 player, It's an opinion anyway.

    IMO I think the sacrificial ward could use a rework. rather than denying any map add-ons you could choose maybe 3 or 4 maps to prevent from being selected

  • @Aneurysm said:

    Wasn't wraith just a very slight reduction in the lunge? Not saying that was necessary imo but he's still clearly better than when he was an invisible snail

    "Invisible snail" LOL love that

  • @Jivetalkin13 said:

    Personally, I'd like a chapter that has two killers and one survivor. The closest thing we've seen to a chapter like that was with Leatherface and A Nightmare on Elm Street.

    It would be cool to have two killers that knew each other before being taken by the entity and there motivations were to find one another and kill them. The survivor could be someone like an anthropologist that discovers things related to their rivalry in the past, then is taken.

    Star wars dlc tbh

  • @Sumnox said:

    I enjoy reading the constant patting each other's shoulders "she's perfect... ", "Hell yeah man isn't she" of extremely biased groups here.

    Well, Nurse is undoubtedly broken and by far the most unbalanced killer of the rooster. She ignores every game mechanic, and her trade offs are very small compared. Objectively speaking, when a player is experienced enough as her, and that doesn't take nearly as much as some people like claiming, she dominates consistently, no matter the skill of the players playing against her. Sure, I can run a Nurse for a very long time if the map is decent enough, but in equal circumstances, even if they're worse of a player than I am, she can catchup and make up for mistakes in 2 blinks in a disproportionate way.

    She needs to have a more punishing exhaustion after missing her power, her blinks need a longer cooldown in between, and her broken addons need to be completely reworked. I'm fine with a killer being very strong if the player is very good. I'm not fine however with playing a game in which my input doesn't matter, and I just have to pray for RNG to help me. "Maybe she makes a mistake, maybe I'm lucky with the map, hopefully she's bad...". That's bad design. That's boring. I don't want pitty or luck to help me out of a situation, I want to play a game, not a spinning wheel.

    Skill issue tbh. Survivors use LOS blockers and learn to play against a different style of killer *impossible*

  • @kaneyboy said:

    Is anyone else fed up of going against huntress with hits that don't even connect but knock you down? i feel like this is killing the game.

    Survivor hitboxes are the same whether or not you are injured. Huntress hatchet hitboxes are spheres and their diameter is the length of the hatchet.

  • @ThanksForDaily said:

    The creator of Blight and former DbD Dev said on his stream that these "techs" are not intented and they're bugs.

    There's your answer.

    1923EF60-6171-4872-BE11-91BAD4641382.jpeg

    Sorta confused. Some people state that devs have said that his tech is intended, and other people claim devs have said its a bug. So it turns into a he-said-she-said situation, y'know?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/321750/thoughts-on-blight-tech

    Exploits that shouldn't exist, and something he doesn't need

    -Coming from someone with the 5th most blight downs the last time I checked

    Do you use any of his tech? What perks do you like to run on him BTW?

  • @Souplet said:

    Tunneling is the only way to get a chance to win as a killer

    Camping is the extension of tunneling (exept for toxic players but cant really do anything about this, bt ds exists for that and they are already uber powerful on nob camping killers aswell)

    These are the symptoms, not the disease

    Try nerfing second chances perk and make killers playable instead of them being punchbag for survivors

    The game shouldnt feel more stressful as a killer than it is as a survivor. You play as a killer, not a kid with a stick

    Im currently red 1 (I know that doesn't necessarily correlate with skill) and i think im somewhat high on the MMR scale and i rarely have to tunnel or face camp to win

  • @kaskader said:

    They are part of his skill ceiling

    Agreed.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933247#Comment_2933247

    That is not true. There are some large rocks that stick out too high, and some tree branches that stick out too high, and Blight will slide on those objects because they collide with Blight’s head, which isn’t part of his bump hitbox.

    Yeah blight isn't always gonna be 100% consistent across all objects

  • @Chappy04 said:

    When playing blight, do you like or not like the inconsistencies in collisions. because im not very good with the killer so these annoy me quite a lot but then i see it quite a bit from the community that it is what seperates the good and bad blights, being able to know what is slippery and not slippery. personally i don't like that because for example the shack, i can somehow get around the whole thing in one blight rush or 4. i also feel like this applies to making the interactions unfun for survivor too. is the blight gonna have to outplay me around this rock loop or building or is he going to slide around the whole entire thing. im just wondering how others feel on this.

    General rule of thumb : if an object touches your legs first, like bases of trees or small rocks, youre more than likely to slide off of it

    if an object touches your chest /head first or if its a flat surface, you will usually slam into it

  • @TheMruczek said:

    https://us.v-cdn.net/6030815/uploads/LPNA2X0V20PW/lmaoooo.png

    Edit: I don't care that i didn't get 4k. This post just was ment to show how Dead Hard, insta-heals and map offerings are a bad comedy and bhvr should do something about this.

    I swear to God, can we just delete Dead Hard or at least make it so Dead Hard actually rewards survivor for dodging killer hits and not pressing e at last possible moment. This perk is simply put unfair and stupidly strong, not to mention that most survivors do use Dead Hard.

    Remember pre-reworked Ruin and how every Killer used it?

    This is exactly the same situation but it's even worse. At least you could destroy Ruin, ######### do you do with Dead Hard? "Oh just fake swinging m1/m2 or wait out the Dead Hard" good luck faking m1 or waiting out DH while looping dickhead. Also don't forget that they can hold Dead Hard as long as they want. Extra 20sec in chase can be game-changing to the result of the match while being extra painfull to high c tier/low b tier killers like GF and Legion, not to mention mid c tier and d tiers. Last week i faced one very good Feng player as Hag in swamp and i just could not catch her. Any time she was close to being down this perk saved her ass and she was amazing at holding Dead Hard as last possible second. Objectively this is such a stupid perk...and yes, i change my Steam name to "Dead Hard=Virgin" every time i play DBD lmaooo. Anyway...for Boons, BHVR can easily fix them as mechanic-totem breaks after you snuffed out Boon so no killer has to walk all the time to the top of tower in Eyrie of Crows if he wants to just snuff one Boon.

    Speaking of Eyrie of Crows and maps in general, at least currently 10 maps should be reworked to be more balanced and not feel like a complete hell to killers and survivors.

    Map offerings should be disabled when you are in swf (yes this was sweaty russian swf and one of them was streaming) or just be deleted from game for both sides (dude, one sweaty Bubba send himself to The Game with the strongest ######### and let me tell ya, although he only got 2k it was not very fun experience). And i left my favourites-Insta Heals. Why do they even exist? Aren't Med-kits already the best items in game? With Insta Heals+DH combo you pretty much have 4 health states. Is it really hard to change the meta and nerf overpowered stuff in DBD? DMS, Call Of Brine, Pain Resonance and Spirit rework prove that it isn't too hard to spice up the meta...I even did whole two long ass posts for improvements to the meta in DBD for both Killers and Survivors.

    DBD must get a good health patch as fast as possible.

    Honestly, whenever i play against survivors that dont run dead hard, the game isn't very challenging. i actually dont mind dead hard as it makes matches more fair

  • @Gigante said:

    How long are we going to have to deal with this perk? Did you do an amazing mindgame? It's your problem, deadhard will negate all your skill. Do you think you'll catch that survivor at last? Mistake yours, he'll give the Dead hard to that window or pallet and get even more time from you.

    My proposal for DH

    • activates after being injured

    • for 20? or so seconds, it is activate able, and after use causes exhaustion for 40 secs

    • after the 20 seconds is over, it is no longer activate able and only triggers when the killer swings at you ( maybe causes deepwound?)


  • its called april break bro im 15

  • @phant0mthi3f said:

    I still play with the same settings I have for years. Then again I have also saved a survivor specific and killer specific file. No AA, all settings on 0 besides textures at 120 fps for killer. No AA all ultra at 60 for survivor.

    could you possibly send me that file through email or something else?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925928#Comment_2925928

    On this note: We hear ya, and we'll be working on an improved version. In the meantime, we'll be turning down the volume of his chase music in the first bugfix patch.

    yall respond this quickly to a post about gf's chase music but absolute radio silence regarding forces anti-aliasing. :/

  • @Katzengott said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928082#Comment_2928082

    I saw dozens of good ideas, but it's pretty rare that BHVR ever uses them.

    And as a huntress main i was really happy that they didn't changed her basekit.

    ive played on some really well made community maps on modded dbd. Its a bummer that BHVR isnt as open to community made content the same way Valve is

  • @LinkToReality said:

    Shrine of Secrets is just to unlock Teachables though, or did you mean you spend shards to get BP from perks you already have?

    Im saying i want shrine of secrets to have more teachables than just 4. i have more than enough bp soo

  • Sad Grit : your lunges are not limited while carrying a survivor, but you have a longer cooldown for missed attacks.

  • @Katzengott said:

    IRI + Soldier's Puttee should be just 1 addon.

    i actually love that idea. i wish bhvr would regularly make new add-ons for killer. there are a lot of ideas already on the forum that they can steal from

  • Yeah, there are so many perks. If they could change the shrine of secrets to change everyday or have more than 4 perks in it that would help a lot. I've been trying to get iron maiden in my trickster bloodweb for almost a week now xd

  • @LinkToReality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928022#Comment_2928022

    All you need to know is that Grades doesn't reflect skill, just play time. The Skill rating is hidden.

    i wish it wasnt so i could see if im actually decent or not cuz i cant tell

  • @Katzengott said:

    Personally, i never liked running IRIs anyway, even when it was possible to have 3.

    And then they just nerfed it in the ground. Even 5 hatchets without addons are always better now then just 1 insta down.

    Especially with the DH meta, good survs don't even need to heal vs. 1 IRI head.

    i like running weighted head plus begrimed head for maximum slow down (if they decide to heal) i have something like 200 iri heads in my inventory rn

  • @Katzengott said:

    Let me correct the title: *GRADES

    (Thought you already got that, but later in you're text you talked about ranks again)

    @hatchetChugger

    ive always been confused on the name ever since they changed the way grades or whatever theyre called works

  • @IWantCandys said:

    The highest I had achieved as a survivor was Iri 4.

    And I don't even know why, because that was at the very beginning after I'd only had the game for 2 months and I was bad. Maybe the opponents were probably too easy back then because I was still a new player. Since then I have never managed to get back into iri level, the highest was always gold.

    But I can't loop, that has a lot to do with it. So I would definitely disagree with someone saying that anyone can achieve Iri if they play often enough. To loop well you need skill, not everyone has this skill to double pip constantly in higher grades. If, like me, you're bad at looping, you're very likely to be one of the first eliminated, especially when tunneling and camping is very popular. If you can't loop well, neither DH nor BT nor DS will help you to last in a chase and get a good amount of points . That means I feel lucky if I can get a safety pip, but pip constantly would be an impossible dream for me. xD

    That's why I think that players who manage to get into iri grades relatively quickly every month HAVE a certain level of skill. Especially solo players. In swfs it is often the case that a worse player can be carried by his team into Iri ranks.

    Sometimes if I play killer I see teams where red ranks playing worse than ashes.

    I was already on Iri 1 with Killer, pipping as a killer is also faster for me than when I play survivor. But I'm generally a better killer player than survivor player. Because as a killer I don't have to loop xD

    But also as a killer... the longer you play, the harder your opponents get, the longer and harder it is to get 3 or 4K consistently. I also see more and more safety pips instead of actual + pips.

    The only thing frustrating about not making it to Iri is the sweet BP rewards you're missing out on. Especially if you still have a ton of perks to grind. If only the grind would finally be fixed sigh

    Im almost an exclusive killer main, because i find surv boring. 80% of my playtime comes from blight and huntress. Pipping up as killer is honestly way less challenging than my experience with surv. Infact, I play so little survivor I have only prestiged one survivor, which is claudette. Also yeah the grind is quite tedious. Most of my teachables have been acquired through the shrine of secrets

  • @Laurie268 said:

    You know that killrates will skyrocket when DH gets nerfed (because it’s basically basekit) which means killer nerfs?

    The problem that i -- and a lot of killer mains -- have with dead hard isnt that you can dodge a hit, its that you can use it to extend a chase and reach a pallet/ vault

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2927806#Comment_2927806

    Old iri head was OP and you have to be delusional or incredible biased to think it was not.

    just crouch lol

  • @Cleverotter said:

    Let’s note that you can change the 1 hatchet limit on iri head by using her belt addons.

    No, you can't. They removed that a while ago

  • @DattPugg said:

    Y-you have to be kidding. Soldiers Puttee is pretty trash, yeah. But iri head? Is eternal damnation a meme to you? Iri head is one of the most OP addons in the game.

    Skill issue for me ig🗿

  • @Kill_Yr_Idol83 said:

    With the way the (stale) survivor meta has been over the last couple years, the implementation of SBMM and the issue with SWFs, it's long overdue that Corrupt Intervention in some form or another, should be base kit. It shouldn't even be a question at this point. Is it a long term fix? No but the early game is in desperate need of it and adding perks like Lethal Persurer and Floods Of Rage isn't cutting it nor is it helping just how awful the early game is for killers. There's been a massive uptick in tunneling because there's no getting a jump these days unless you a) play a flawless game with literally 0 mistakes, b) are playing Nurse or Blight or c) have a survivor DC or luck out in playing with a room of strictly solo sirvivors. It's gross and is only part of the reason why so many killers are leaving the game (myself included). If you can't ever feel like you're getting a win, regardless of skill, what's even the point of playing anymore?

    Would love a hex version that blocks off the 2 gens furthest from you for like 15 seconds or so with some interval inbetween

  • @drsoontm said:

    A joke? The iri hatchet is monstruous.

    I love the Huntress (second favorite killer) but that addon is way too strong. It feels cheap and very unenjoyable IMHO.

    I've used it once or twice and it felt like I was cheating ...

    for me, atleast. i gen check a lot w hatchets and having only 1 hatchet really messes up my playstyle. playing m1tress with puttee is fun tho

  • @MrPuppier said:

    Please nerf to the Nurse. She's so op.

    Also shorten the penalty for leaving the game.

    It used to be 5 minutes, now it's 15 minutes, look at this #########.

    It's been 6 years and there are still the same mistakes. No development.

    There are no sanctions against campers and tunnelers.

    But there is punishment for dc players #########?

    Because the person in front of me is not playing fair, I will be dc and a penalty will be given lmao

    issue of skill

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/321174/sadako-desperately-needs-some-buffs

    Every time a new killer is released, there's people who want them buffed.

    Ask yourself these things first:

    • How much have I played this killer?
    • Is there anything about my play style I can improve?
    • Would practicing more make me better?
    • Does this killer's abilities "click" with me?

    Like, all I'm saying is that I'd like to see people give killers more time before requesting buffs. When something is entirely new, it's going to be more difficult for a while when playing against people who's been using the same stuff for years (because survivor basic playstyle stays the same so they have already perfected how they play it).

    theres been 3 or so of the same 'meta killers' for like the past 2 decades its boring playing against blight, nurse, blight, and sometimes an oni or plague. some more variety would be nice

  • yo

    @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/321133/rank-decay

    That is like 80 pips. That is an insane amount of winning gameplay to reach in 4 days.

    yeah, having 4 consecutive days with nothing to do makes it pretty achievable

  • @ChilleBean said:

    The Wraith is the one Killer I genuinely despise to face up against. I feel like his ability is awfully powerful and simple to learn, Wraith's almost always win. I have played Wraith once in an attempt to understand him and sacrificed all four Survivors with two generators completed... One thing that confuses me is how powerful he feels, yet he almost never exceeds C Tier.

    Is this just a personal skill issue orrrr...?

    [Edit: Thank you to the person who helped me understand how matchmaking works, the part where I talked about playing The Wraith for the first time is not reliable to prove his strength.]

    He is quite strong against lesser-seasoned survivors. Only very rarely is he effective at high ranks. Wraith excels in the hit-and-run playstyle. But as more and more survivors have been bringing CoH, he is very underwhelming.

  • @GuyFawx said:

    when learning blight start out using only turn rate addons so you can get your curve practice in and dont just automatically rush everywhere and be out of tokens when u finally find a survivor. Another thing that helps with curves is looking down as well as angling and until your about 5 games in i suggest you not use blighted rat or crow as you need about 5 games for your muscle memory to finally click. Also watch out for killer shack and windows as thats a easy lithe play that always gets fumbled.

    I disagree. Using training wheels like turn rate modifiers when not on console is only going to hurt you in the long run. You should use add-ons like blighted crow and canker thorn which are useful add-ons but don't affect the fundamentals of his power too much.

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