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  • @Blueberry said:

    Game bugs, sure I get that.

    However most those matches there was nothing wrong with.

    Slugging is a viable and very often times needed strategy.

    You killed yourself to give hatch, that isn't considered a very sportsmanlike move to the killer and trying to steal his 4k. He was simply playing the game in the way you started. Also, if you got stuck into that long of a match because of being 3 gen'd then that was all yalls mistake of not paying attention to what gens were being done.

    Not wanting to play because of bugs is fair but everything else is throwing a fit and not learning from mistakes.

    "Steal his 4k"?

    The Doc obviously decided to slug which is fine, but I really can't agree with that wording. There's nothing to steal, kills and escapes aren't deserved until they're fully carried out. Obviously it'd be completely different if someone disconnected to give hatch, but in this example everyone's actions and motivations were perfectly within the boundaries of the game.

  • If we could somehow guarantee it wouldn't mess up queue times by splitting the playerbase I'd love it personally. Already sorta do it myself with online randomizers, but having everyone be all random and pulling out surprises would be fun.

    I feel there'd be people that wouldn't be able to get in quite the right casual mindset that'd be required for such a mode though. I can already imagine the "no mither = dc" or "no ruin = dc" instances.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/705514#Comment_705514

    Why not flatten the whole pyramid? Everything perfectly balanced.

    I mean even if you have perfectly balanced versions of the same overall potential power, one option will be the best. Like having a weapon in a shooter that shoots 1 shot/second that does 50 damage, vs one that does 2 shots/second at 25 damage each. Depending on stuff like map design, how fast players move, recoil, the overall pace of the game and how much health players have one might be considered vastly superior to the other even though "on paper" they do the same amount of damage per second.

    And DBD is by no means balanced in such a way. That's a very "flat" approach to balancing, that many would consider a bit boring even before the best tool for that particular game is found. It has traits from both tier-based balancing and generalist/specialist balancing. Primer bulb is rarer than spark plug, so it's stronger. Sprint burst is reliable regardless of map and situation as long as you're not exhausted, Lithe has more requirements but offers more control over its activation in return (on top of synergizing with other vault-specialized perks).

    And that's without even getting into how a perfectly balanced assymetrical game... well, if anyone knows how to pull that off they should start a game studio, because that would be a first ๐Ÿ˜„

  • Favorite map is honestly Mother's Dwelling. I don't mind how it plays as either side, and I absolutely love how it looks and "feels".

    Least favorite when it comes to gameplay is Haddonfield. Yes, both sides. Even if we ignore how actually playing on it plays out, I just don't really like the overall design that much. I do think it looks really good though, even moreso before when you could use Brighest Moonlight offerings. Now that was a pretty map!

  • @LCGaster said:

    It's not that they favour high rank survivors

    They just balance the game on lower ranks, since the majority apparently has never even reached rank 10

    This is pretty much what I meant to say.

    The power difference between average and genuinely good survivors is a symptom of how the game is balanced, the devs don't intentionally tweak the game to make it that way. Same reason a lot of killers have a very low skill floor and often limited realistically achievable skill ceiling as well - the devs balance around average players as opposed to the top.

  • I'd imagine they will be treated similarly to in-match DCs once the matchmaking timeout system is implemented. So survivors dodging moris and other offerings as well as killers dodging map offerings/last second switches will both be punished as a result.

  • Ebony moris and the syringe insta heal are the only two things I feel simply doesn't belong in the game whatsoever. Way too much impact even if they're "ultra rare".

    Some other stuff I think is disproportionately strong but not as clear cut include the styptic insta heal, hatch-opening keys, prayer beads and certain nurse combos (omegablink + no-downsides 4 blinks). Probably forgetting something, but I don't really feel like any perks are as troublesome as any of the things I've mentioned here.

  • There's no clear consensus on what's OP. Someone that mains Spirit might find iron will and spine chill disproportionally strong, someone who mains Ghostface might find OoO even more annoying than most people, someone who uses Dead Hard might find exhaustion addons more oppressive than the guy that uses Sprint Burst instead and so on.

    The "usual suspects" like ebony moris, instaheals, keys and certain killer addons is something more people might agree on, but even then not everyone will agree.

  • Works for me, then I don't have to compete with too many people for the totems ๐Ÿ˜„

    Might not be some sort of S-tier perk, but I really like it in my go-to build. I can usually just find someone else to heal me if needed, but being able to hop in a locker and get a quick heal on my own if I need to be healthy for whatever reason has already helped me out plenty of times since the chapter dropped.

  • @Captain_Spaulding said:

    Be warned if you do use MLGA, can get banned from the cheat software EAC. DBD white listed it but EAC will still pick it up and nothing DBD can do.

    Eh, MLGA doesn't actually interact with DBD whatsoever. All the information it finds can be found with any network monitoring application, MLGA just streamlines the process and puts it on an overlay. I don't really see how EAC would ever detect it.

    Not that it matters, it won't work once dedicated servers are implemented anyway.

  • There's a reason Overwatch has a limited amount of players you can set to "avoid as teammate", and they had to get rid of the more classic "avoid player" system for the reason posted above - people basically used it to pre-emptively dodge people on the other team because they were too good. With a limit and it being exclusively for teammates you're more likely to use the limited slots for what it's intended for.

    I'd love if people actually reserved it for genuinely unpleasant players, but there's no doubt in my mind that people would use it to block people that beat them fair and square, or for breaking some personal rule they're trying to force on others ("waaaah killer used NOED, block!", "waaah survivor used DS, block!" or whatever else)

  • You make a generous enough sacrifice to the right deity, and it's a different one every day of the year.

    So basically just get very very lucky. If they don't DC they can just camp in a locker for a million years if they want to as well, it's rough.

  • I feel it's more about getting used to the map than the totems themselves being hidden super well. I've seen some pretty nice spots, but others are just ... there in a particular room.

    Run a map capable of tracking totems and go totem hunting if you want to learn the spots quicker. Pretty good BP gains as well. If you're willing to spend them Rainbow Maps with double stamps (range) addons will make it super easy to scout the whole map, you even scout upstairs from the main floor.

  • Nothing really makes me change the way I play in that way. It would be really hypocritical of me as I believe anything that's in the game and working as intended is fair to use, unless people are straight up cheating or something I find it incredibly petty to punish people for playing in a way you dislike. And when it comes to "taunts" like tbagging and emoting, I've played enough Halo and TF2 in my life to be pretty damn desentized to all of that ๐Ÿ˜„

    I'll use what's available to me - be it "controversial" things like slugging or making good use of strong map tiles, and I expect the same from my opponent(s).

  • No. Basekit Nurse is still in a league of her own, even if they change +range and +blink addons into something else she'll still be #1.

    EDIT: On PC that is. Theoretically it's Nurse on console as well, but from what I know few people are willing to main Nurse on there. I don't play there but I guess Nurse mains aren't as commonly encountered there.

  • Oh I totally forgot about yellow moris. I throw them on from time to time if I don't have anything else both to spook the survivors a bit and as a little reward if I get them all. I forget I have it equipped like 50% of the time though ๐Ÿ˜„

    @joan said:

    https://forum.deadbydaylight.com/en/discussion/comment/701350#Comment_701350

    Can't imagine why it worth 60k bp when it's one of the easiest one.

    Because unless you already have a perk that can give you the ability to do it or an offering, you'd have to actually spend BP to get an offering/perk that lets you complete it in the first place. Or so I'd imagine. Once you have rancor (easy mode) or devour hope (hard mode) you're sorta set for the future on that particular killer though.

  • Die on hook for sure.

    • 4% chance they jump off and either decide to play normally or waste more of the killer's time.
    • They take the hook they die on with them which could make a difference at some point.
    • If they had an item it's a lot easier to steal it than if it's in some random corner somewhere.
    • And obviously it gives the killer more proper points, emblem score and potential hook-related perk stacks as well.
  • Daily or if it's a new killer, I tend to try to avoid having it spoiled and seeing it for the first time done by my own hands. Rarely otherwise as I don't really enjoy using them or going against them.

    Even if it's a daily I tend to just put on rancor and stalk the obsession when the gens are close to being done, as I'm a hoarder that likes collecting rare items/add-ons/offerings ๐Ÿ˜„

  • When you somehow find a way to get stuck in a tree with no way out.

  • If they're doing it while you're chasing them, just be happy they are actually making themselves gain slightly less distance than they could every time they pallet blind or whatever. Just treat them like anyone else.

    If they're trying to get you to stop chasing someone else by clicking near you during a chase, be happy they're doing absolutely nothing useful whatsoever.

  • @pemberley said:

    Iโ€™m very glad that issue is getting fixed, but Iโ€™m talking about people who have prestiged and have 50 levels and are mysteriously still at rank 18 or 20.

    I consider myself subpar at best and Iโ€™m a yellow/green survivor. If you play enough of the game to prestige, no matter how bad you are at the game, youโ€™re still more knowledgeable and better than genuine newcomers.

    It just looks like derankers looking to bully the new kids on the block.

    I'm sure there's derankers, but matchmaking itself is sorta messed up right now. When you can get rank spreads like 6-6-17-20 vs 19 without any SWF involved, that's not people deranking but the matchmaking itself having a gigantic hiccup.

  • When it comes down to it, every player can basically decide what they consider "toxic" and in my opinion claiming anything else like trying to say things are "objectively" toxic is absurd at best.

    I guess my personal stance is extreme to some people, as I believe everything working as intended and done in the interest of winning is technically fair game. So toxic behaviour to me is more or less exclusively stuff like being a rage goblin in post game chat, knowingly abusing/spreading stuff that's not working as intended, or not even playing to win and instead exclusively trying to get your fix of schadenfraude.

    But even that isn't objective as what people consider exploits/stuff not working as intended can vary wildly, so different people will have different perceptions of where my "limits" are after reading that, based on their own personal opinions.


    EDIT: I guess I should also specify that I personally don't even like the word "toxic" that much at all. It's used for so many things and has been completely warped in a similar way to terms like "tryhard". Most things I'd consider toxic I'd rather describe as some sort of trolling, griefing, harsh raging or exploiting.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/697299#Comment_697299

    This is actually a good point, and really true.

    Ran into a killer like this 3 games ago. I literally ran circles and played with him the entire time. I felt bad for the guy and let him hit me a lot before I crawled out of the exit gate.

    I was literally in no danger the entire time, it was Suffocation Pit and I could juke him at will and he couldn't figure out the loops. So this is how it feels like to be a god survivor, lol.

    Matchups like this shouldn't happen. And it's correct to dodge a lobby like this if you realize what's up.

    Pretty much the same. Sorta had my "oh no" moment after having ranks like 6-6-17-20, and what do you know it's a rank 20 hillbilly with 1.8 hours on record. He'd genuinely lose me after I quick vaulted a window and start checking lockers, it was as if he couldn't see scratchmarks and had music blasting at 120 decibels in the background.

    I just escaped ASAP but you just know there's people that will catch on to this, see a similar rank spread and basically rub their hands together like a cartoon villain.

  • To be fair I've been getting truly mysterious lobbies even with no SWF involved. As in all public profiles, no one has eachother on their friends lists. Had two matches earlier that were something like 6-6-17-20 vs 19 with no SWF involved. Somebody go tell matchmaking to put down the bottle or something ๐Ÿ˜„

    Obviously people knowingly exploiting it are uncompetitive cowards, I'd assume most are in agreement there.

  • @Alice_pbg said:

    If I get into lobby where all my teammates are 15 or below, I'm leaving... killer in theory is also around that level, I don't wanna abuse the new guy

    This right here. When you're rank 5 or whatever and you see a rank 17 and rank 20 in your lobby, it usually means matchmaking got drunk and the killer is fairly new as well.

  • I underestimated it a lot myself. It's so weird to walk at that sort of speed, amazing for any sort of jukes that involve not running. Do wish it still applied while injured though, at that point you'll need Iron Will for it to really work in that way anyway, and you'll still be bleeding so it won't have the same potential anyway.

  • It's not really associated with either side at all. Some people just love a nice helping of schadenfraude, and they're in every game that exists.

    I'd say that someone who does the whole "playing for salt" stuff as killer is likely to be a bit of a twat as survivor as well, and same for the other way around. It's a personal thing and not a killer or survivor thing.

  • I'd prefer if it wasn't mandatory, but there was a button you could click to show your loadout to everyone else. Basically a streamlined version of typing "hey I'm bringing unbreakable so if I'm slugged you don't have to pick me up" or something, but not forced to avoid megaminds that dodge because they dislike the loadouts of others.

    Even then I guess some people would automatically associate not clicking the button with people running "bad perks", like how some people associate private profiles with SWF.

  • It's just how it is. Sometimes the gates are kind to the survivors, sometimes they're kind to the killer. If the game gets to that point everyone still alive has already gotten to play like 90% of the match anyway so I don't really care too much personally.

  • Any variation of "tryhard" is a super silly insult in the first place. I feel it used to describe a stereotypical hypercompetitive angry gamer, the kind that screams at their teammates for every miniscule mistake and blames all their mistakes on lag or cheating. Now it's apparently a bad thing to try to win?

    When it comes to games where people DC early I honestly prefer if the game is over quick and I feel I'm not alone. Even when playing killer it's not unusual that an early ragequit makes the remaining survivors just run to me, nod a bit and point at a hook, and I can't blame them at all.

  • Not toxic at all, but be prepared to learn to let the totem go.

    If people just decide to let it be and do gens they will get them done even if they can't hit skillchecks well, and once you get to higher ranks Ruin basically just gives you more time to get a down before 3 gens pop in unison if you don't get anyone.

  • @Kilmeran said:

    @BlueFang I'm going to be honest here on one of the points, and this isn't necessarily a defense of Behavior, mind you.

    I played MMO PvP for over a decade. Then Overwatch, Paladins, Heroes of the Storm, Apex, Realm Royale, and probably one or two I'm forgetting out of hand.

    I've yet to see a PvP game that doesn't have balance issues across the board. I'm starting to wonder if it's even possible, especially when dealing with so many moving parts like all the hero kits in a MOBA or Hero team shooter, or all the perks and perk combinations in this kind of game. And then there are new heroes, or Perks for here, coming out all the time, just adding to the weight.

    It's a major reason I've been half-considering just walking away from PvP games and going back to PvE games, and saying to hell with PvP except as maybe an occasional side thing in WoW.

    A game can get close enough, but if it's any less symmetrical than something like an instagib match in Quake it won't be able to reach anything resembling perfect balance all around.

    If there's any more assymetry than that you'll quite simply end up with some sort of tier list situation no matter what. Games can try in all the fancy ways they do to minimize the problems and at least cut down anything approaching strong dominant strategy territory, but with non-cosmetic variety comes imbalance.

    A game can embrace the imbalance, desperately try to tweak it away (like Overwatch, Paladins and most MOBAs), lump stuff intotiers like rarity or cost (like Battler Royales and Counter Strike), try to go for a generalists vs specialists design philosophy (like TF2), but optimal choices will be there no matter what.

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/692913#Comment_692913

    That's my point

    Moris are apart of the game, thus intended mechanics

    So are keys

    Both give unfair advantages, one is a free kill, the other is one or more free escapes

    If moris go so should keys

    Both are unbalanced along with Instaheals, those three should be looked at to be balanced, but it's not a top priority

    Well then we actually agree then ๐Ÿ˜„. They are all disproportionately powerful as far as items, add-ons and offerings go.

  • The traps still immediately end the chase and lets the trapper either risk eating DS or slug them. Way better to have a slug not doing anything useful quickly thanks to a trap than chasing them for 60+ seconds while everyone else can work on gens without any worry whatsoever.

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/691820#Comment_691820

    If they complete no gens, the killer closed the hatch, the survivor can't open the exit because the exits are both on the same wall

    The survivor still has a key to escape for free

    Did he earn it? No

    Actually they did "earn" it, they had a key and opened the hatch with it. No foul play like someone disconnecting to give hatch involved, only intended gameplay mechanics. It's not relevant at all if they "deserved" it or not.

  • Seeing that sudden change as I refreshed was a proper jumpscare.

    And why is the post field BLACK TEXT on a DARK BLUE background?? ๐Ÿ˜„

  • Swap NOED for Infectious Fright for the true "you spawned together? guess you lost ๐Ÿ™‚" experience.

  • I get what you mean, but that just sounds like more free time in the low ranks on every rank reset without even actively deranking or doing anything else that might get you in trouble. In your specific example it doesn't really matter if they genuinely need to practice solo play, but what about those players you say are carrying them? They'd get a free "derank" as solo players too.

  • Whoever agrees with what the results imply will believe you, whoever disagrees with what they imply won't.

    Personally I'd like to see whatever spreadsheet you come up with anyway, I like numbers ๐Ÿ˜„

  • I'm not gonna speak for others but even if I'm killer I'd rather wait longer than get some galaxy brain that disconnects because they "disagree" with how I downed them or something.

    Don't really care if people DC to give hatch, at least at that point the vast majority of the game went by without a disconnect making it a joke of a match and I've already won.

  • @GrootDude said:

    PSA: BT is useless against LF because I can chainsaw the unhooker. >:)

    Hey delete this right now you're supposed to scream into the void about not being able to down the unhooked survivor every time, not actually play around BT and DS!

  • It's as against the rules as any other disconnection. So no point in reporting it, as unless they reach the punishment threshold they won't recieve any punishment for it. Not treated any differently to any other "use" of disconnecting.

    At least the upcoming queue cooldown system will make it less convenient, as people that disconnect a lot for any reason will spend more and more time waiting to queue as opposed to playing the game. Maybe they'll do everyone a favor and quit for the day, or maybe even uninstall the game entirely if we're lucky.

  • Playing against people that don't mindgame at all. I always assume people will do it, then they don't and I mindgame myself.

    The best way to catch me or get away from me is to simply not engage in them at all. Just hold W and don't hesitate to vault that window ๐Ÿ˜„

  • Either genuine ragequits or "tactical" disconnects like disconnecting to give someone else a shot at the hatch or whatever. It's very rarely any deeper than that.

  • Depends on what you want from it.

    If you want it to stay up and consistently slow the game for a long time then you're probably better off trying alternatives as the times when it's found super early will frustrate you.

    If you feel that it being up for even 30 seconds can let you get a down and get the ball rolling with less gen(s) lost then it's probably worth it for you. Survivors are at their absolute strongest when no one has any reason to do anything else than generators, once someone goes down the game changes. Losing 1 gen + ruin in that time is way better than losing 3 gens.


    And equipping it and expecting it to borderline freeze gen progress is a recipe for disaster too. Even if people missed every skillcheck they will get gens done if they're left to do so. And I see people surprised by survivors being able to do anything through Ruin more often than I should.

  • I'm not really sure how the most famous Norwegian/Scandinavian-specific ones would work. You have huge hulking trolls which would be tricky, and many variations on the siren-luring-people theme like Huldra and Nรธkken.

    Mara (goes by lots of names but that's what I know it as) would probably leave more room for creativity as it's more of a general Germanic myth. Sometimes it's a she-werewolf, most of the time it gives people nightmares, and sometimes it's an omen of death and a cause for sleep paralysis as it gave people and animals nightmares by sitting on them. I'm sure something spooky could be made from that, and as someone that has struggled with sleep paralysis in the past that particular aspect gives me some serious spooks to think about ๐Ÿ˜„

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/677935#Comment_677935

    It's definitely survivor sided. Except when I play survivor - Then it's definitely killer sided.

    Of course! How else could it be explained that I only get primitive AI bots as teammates when I play survivor vs ascended nurses with ebony moris, and 4man SWFs with instaheals and haddonfield offerings every game when I play killer?? ๐Ÿ˜ฅ

    It's not like someone would lie or grossly exaggerate on the internet to support their arguement. That's absolutely unthinkable.

  • @altruistic said:

    21 out of my last 50 games played at R1 ended in 4Kโ€™s for the Killer (42%).

    8 out of 50 were 3Kโ€™s (16%)

    8 out of 50 were 2Kโ€™s (16%)

    5 out of 50 were 1Kโ€™s (10%)

    8 out of 50 were 0Kโ€™s (16%)

    Quite a frequent occurrence for a game that is so survivor sided (supposedly), and for an achievement in game that should be a rare occurrence.

    Don't you know they're not "REAL" red rank survivors unless they're a 4man SWF consisting of former military radiomen with a total hour count of over 20 000 hours? Your statistics are clearly invalid ๐Ÿ™‚

  • I don't see why it would do anything to spine chill. It's like how Distortion doesn't hide you from "Scream" notifications like the Doctor, Infectious Fright or Clown bottles can induce, but exclusively aura reading.

    Spine Chill is a good perk and it gives you incomplete information (the killer's looking in your direction, but you don't know from which direction they might come from) and I don't see a reason for it to actually be nerfed. Sure it can make stealth killers have a harder time but that's no different to someone with an exhaustion perk being cucked by exhaustion add-ons - it happens.

  • Used to be Huntress without a doubt, but now she sort of shares that spot with Trapper.

    I just like their powers. Huntress hatchets are fun to hit, especially hitting survivors that think they are safe. And getting people in traps feels nice as well.

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