throwaway79465468797
throwaway79465468797
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If stealth wasn't an option in the game then every noise would be a loud noise notification for the killer...
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2687138#Comment_2687138
You dont have 87 FOV in real life
The only way you can look at yourself in real life is a mirror... to see how you look with your clothes on. Kind of like looking at a Killers outfit before purchasing it...
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2685741#Comment_2685741
https://us.v-cdn.net/6030815/uploads/5ZHBRJGF8VA1/image-2021-12-08-121449.png
This.
Yeah, you can't actually "camp the hatch" knowingly anymore because you can't know where it is ahead of time, but you can still hide and wait for your teammate to die.
For the most part though I think they did a good job with the hatch changes.
Well if theres 2 people left and the exit gates aren't already available, both players usually hide and wait for the other one to die... like 99% of the time, even with the new hatch.
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I felt like I got a lot of cosmetics
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@OneT said:
Yesterday Otzdarva made a stream when he tried to prove this point.
So he took every killer, he used really good perks and god tier addons and played.
He obliterated every lobby (most of the time, it was with 4 gens left). Of course sometimes survivors were'nt that strong, but still they at least played DS/DH.
As a killer main (95%/5% killer/survivor). I do not know what to think about ? Am I delusional to think that survivors have advantages over the killer ? But my POV is biaised by the fact I only played killer since I started plyaing (around 200h)
I would like to know what do you think about this ? Does it prove that the game is not survivor sided ? What is your POV on that ? Please also let know other people which role you main !
I think every killer has their own MMR now so he would have to keep playing those killers continuously until he knew for a fact that he was playing high MMR games. Instead he took each killer and played 1-2 games with them, barely getting any MMR I'm sure, and saying "Look! Its balanced"
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I doubt anyone super important reads these or even comes to the forums at all... that's why we have community managers. Doubtful that they even relay this kind of information to anyone because its negative and I'm sure most people who run a business dont want to hear negative thoughts... but that should not discourage anyone from voicing their opinions. Their opinions are still valid and worth listening to.
I've come close to quitting on several occasions because I know in higher MMR games my killers are going to struggle. Even the best players out there are literally saying "Well if you dont run top tier perks against top tier survivors you should expect to lose". What a quitter attitude to have... perks should be additional support instead of base line or mandatory. Diversity doesnt start with tunnel vision and closed mindedness.
And another post, "as long as you play these 3 killers at top tier play the game is technically balanced...maybe!"... right, because all I want to do in this game is play 3 killers so I dont have to lose a lot of my games. Pitiful stuff.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2682034#Comment_2682034
It would be, if it was calculated as just removing 30% of the time.
That’s not how it’s calculated though - what Vigil does is increase recovery speed, not decrease recovery time. Your normal recovery speed is 1, vigil adds 30%, thus making it 1.3.
Then you just divide the total time (in this case, 60), by 1.3 to get the result.
If you have two vigils stacking (eg, you and a teammate in range, then you just use 1.6 instead.
Oh I see, thanks
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@sizzlingmario4 said:
To be specific:
Vigil increases recovery rate by 30%
60 / 1.3 = approximately 46.15 seconds; this is how long it takes him to recover from Haunted with it.
Its 42s
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Grim Embrace is definitely a late game perk when you only have 2 survivors left. It will give you just enough time to scout the map for the last survivor in case they are doing gens somewhere else. Otherwise you know exactly where they are when they unhook the last person.
Not a perk I'd expect to proc more than once... in fact I dont think it can proc more than once, so it is by definition a late game perk
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I havent bought the DLC yet so I havent been playing her at all. I'm sure some people are saving up BP to max out all of the perks they want for her too
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Spaghetti
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I usually do it just because it's the only form of interaction while hooked and waiting for rescue. I didn't even know people were using it to send messages.. I just spam it so I dont get bored or tempted to do something else while I'm waiting and worst of all end up unaware or not there to react when I'm unhooked
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It's still only strong when the killer decides they are never going to snuff it out.. once you remove the totem, its effects are gone
But I think they do need to cap some perks so that only 1 person on the team can use them.
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I'm not OK with it becoming basekit because then BBQ has to become base kit to counter it... survivors should not get free aura readings just for playing the game. Neither should killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2676455#Comment_2676455
You assume that the Killer simply appears on top of the Boon when they decide to break it.
That is not the case.
They don't have to be on top of the totem when it's blessed. It takes 14s to bless the totem. Nothing more.
It takes 3s to then snuff the totem at any time. Nothing less.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2676440#Comment_2676440
Your original argument is flawed.
I don't see it. That's why I thought maybe you wanted to talk about the alternative more
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2676271#Comment_2676271
Please tell me that's not your actual argument.
Ok so let's talk about the alternative then? What good are you doing as a killer by not snuffing the totem
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2676317#Comment_2676317
Because going out of your way to the corner of the map to spend 3 seconds to snuff out a boon totem that will be reblessed there when you have gens on the otherside of the map to protect is a great use of killer's time.
This is the ultimate issue with boons. It does not matter that a killer can snuff them out. It doesn't matter the act of snuffing out the boon is quick, because it's a time sink when it involves doing nothing else as the 1 player in a 1v4.
Boons are simply fundamentally broken by design.
There's no reason to blindly ignore the state of the game for a boon totem... but that doesn't mean you will never find one while chasing a survivor or doing gen rotations
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2676271#Comment_2676271
Snuffing out the boon does not remove the perk from play since survivors can rebless the totem again. There is no option the killer has to remove boons from the game without killing the survivor with the perk.
Let killers break the boon totem so it can't be reblessed as the first step to giving boons fair counterplay.
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2676271#Comment_2676271
3+s is a long time for a Killer to be spending on a side objective that will just pop right back up. And bonus points for being usable to tell every single Survivor where the Killer just was.
Ok so you took 3s to remove a totem and they will take 14s to bless it again, or you could intervene during that process if you know where they were before.
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Takes 14s to set up CoH and ~3s to remove it....
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@Mandy said:
First of all nobody would be banned for Camping - that's not something that's even reportable, let alone something to ban for.
Chat insults - yes these are bannable but of course it depends on the level of insults, slurs, racism, homophobic comments etc will result in a temp ban, death threats can be permanently bannable. But we do allow a certain amount of "smack talk" - someone saying "you're ######### useless" in the game for example is not going to result in a ban.
And as for the other part of the question - please refer to the forum rules here, we do not discuss bans on the forum, so we would not appreciate people saying what they were banned for etc.
Should not have said that at all I'm afraid... in no way can that be acceptable or helpful to anyone
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It should have gone without saying that tournaments are not a good indication of what is balanced in the game... from what I'm hearing, official tournaments have their own rule set and limitations their participants have to follow in order to make the game manageable at such a high level of play. This is just a random tournament with some shoddy data trying to force the opinion that if you play only 3 killers in the game then it is balanced. Not even close...
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2675764#Comment_2675764
my name means nothing if you know literally anything about me you'd know id call myself any name but nice lmao
Well I kind of figured that by the way you said those ugly things earlier. It's just a disappointing feeling.
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@StarLost said:
You know what I mean. The killer you always default to, and on bad games makes you go 'man, I wish I was playing x'.
For me, as much as I like Artist, Doctor, Demo (Demo is a close second here) and Cenobite (RIP) - Hag will always be my muse. I almost never have a Hag game where I feel helpless, and when I lose it's generally a matter of 'if I hadn't made those mistakes, I could have won'.
Generally I like Monitor+PR+Surge+STBFL on her, but BBQ...sigh, the grind is real.
She's one addon pass away from perfection.
Definitely Trickster, but I love me some Pig and Ghostface
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@GoodBoyKaru said:
I do it because it's funny lol
When you get someone seething who played terribly and couldn't get a kill despite all of us messing around in a corner for half the trial duration seeing them blame SWF as the reason they lost is hilarious, so I say I'm solo just for shits and giggles.
Also the killers that think they're godtier for killing a swf, when again we're staring at a locker for most of the game, I like to joke around with them too.
If it's an actually decent/good player with an alright attitude though then I'll happily admit to it. It's allowed in the game, idc
Well so much for living up to your name... some interesting stuff to read here
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2675604#Comment_2675604
It's actually a pretty good statistical analysis of the tournament and does show a leaning toward the game being balanced at high levels of play when using top tier killers.
In a tournament setting its probably fine yes. With individual killer MMR in game it's not acceptable.
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@zarr said:
Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place.
I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2. My experience with and analysis of tournament DbD has contributed to my opinion that the game is actually reasonably well-balanced at the top end, and to my understanding of why the game is statistically killer-sided in public matchmaking. Since killers can evidently compete even against survivor teams composed of some of the very best, most practiced players in the world that are also using voice communications (and do so in very efficient ways) and have highly coordinated loadouts, strategies and tactics, it is easier to understand why in the public matchmaking environment where only around 5% of the player pool even are 4-player SWF groups (of which even less use voice chat, and of which in turn only a tiny fraction is as skilled as tournament players, let alone as practiced and experienced as a team), killers overperform. I think in a scenario of a killer player facing four random survivor players (no voice communication, no prior coordination of builds, strategies or tactics) each equally as skilled and experienced as the killer player, the game is actually favouring killers. I would expect the average result to fall around 2.5 kills. Of course, different killer characters and maps affect things, but we know from public stats that none of them favour survivors universally (even the statistically weakest killer on the statistically strongest survivor map still averages above 2 kills), and so I would assume that scales into the theoretical realm of 5 completely equally skilled and experienced players facing off similarly to how the killer-leaning universal balance scales into the competitive realm. That is to say, I would expect most killers on most maps to still fall within a range of 2-2.5 kills.
One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles. I have never taken real issue with that given that the loadouts in these tournament matches are still entirely comparable to those you will see in an average public match (if anything they are much more optimized), and argued that the overwhelming skill, experience, practice and coordination disparity would already more than make up for loadout differences compared to public teams anyway (meaning even with 10 Decisive Strikes the average public group would still not be anywhere near as competitive as these tournament teams are with their 1 Decisive Strike that they are usually allowed to have), but still, those restrictions do make the tournaments somewhat of an artificially balanced realm.
In the tournament I'm talking about now, all those restrictions were removed. So not only do you have some of the most skilled, experienced, practiced players in the world communicating with voice chat and coordinating their builds and plays, but they also get to use the most busted stuff, such as 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes. This is a level of play and coordination and of sheer stacked loadouts that you will never see in public matchmaking. ...And yet, as the following stats show, the killers were absolutely able to compete.
https://us.v-cdn.net/6030815/uploads/D3QJSAMEUAP8/wispy-everything-allowed.png
So, we have an average of 2.16 kills, again as in all other tournaments a slightly killer-leaning result. We can see that 11 of the 30 matches ended in outright killer victories (3k, 4k), 13 in outright survivor victories (0k, 1k), and 6 in ties (2k). If we take into consideration that 3 times players decided to play non-S-tier killers (Pinhead, Huntress, Oni), we can say that outright victories are basically an exact split between both roles; in terms of kills, 40% of the time killers won, 40% survivors did, and 20% of the time they drew. That's a surprising level of balance given the ridiculous loadouts at play. It is also worth pointing out that killers overwhelmingly often lose less decisively than survivors, which is to say when the killer loses they usually at least still kill 1 survivor (of 13 losses, 12 (92%) were 1 kill losses), while survivors most of the time lose with 0 escapes rather than 1 (of 11 losses, only 3 (27%) saw 1 survivor escape).
Another argument people may have even if they accept the statistical fact that the game is balanced at the top end in terms of kills, is that it is not balanced in terms of hooks. I unfortunately did not count the actual amount of hooks while watching the matches, but I believe that hook stages can still be used to draw reasonable conclusions in that regard. So, if we assume the typical "the killer can just tunnel one survivor to death and then facecamp a second survivor in the endgame to achieve a "balanced" result of 2 kills" scenario that is often brought up to argue that an outcome of 2 kills does not necessarily mean the match was "balanced" in a "healthy" way, we would expect 6 stages to be the dominant result. Looking at the stats, we can see that of 30 matches, only 6 ended in 6 stages, or one fifth/20%. 22 matches ended with at least 7 stages, meaning 73% of matches were killer victories in terms of hook stages, and they were not achieved simply by tunnelling one and camping another survivor. This is also obvious by looking at the fact that none of the 6 2k matches ended in 6 stages, all of them had more. In fact, as you can see further at the bottom of the stat sheet, the perk No Way Out was used in 66% of the matches, and it obviously encourages spreading out your hooks on all survivors. On the flipside, only 2 matches ended with less than 6 stages, a mere ~7%. It is therefore obvious that in terms of hook stages (and in deduction hooks) the game leans even more toward killers.
Now it of course has to be noted that this goes for Nurse, Blight and Spirit, players didn't usually pick other killers for obvious reasons. Either way, at least those three can provably more than compete with even the absolute best that a survivor side can put up (which is way beyond what any public group ever will). This is something that surprised even myself. I always knew the game was much more balanced than many people make it out to be, and tournament results have always supported that, but I did still believe that given the ability to use the absolutely most stacked loadouts of multiple purple med-kits with Styptics, multiple BNP, 4 DS, etc., average kills would at the very least be slightly below 2 rather than still slightly above. Pretty crazy honestly.
In other tournaments even various of the other killers average out around 2 kills and 6-8 stages with 4-kill matches absolutely being possible, but tournaments do show that only roughly half of the killers are viable at the highest level, with only Nurse, Blight and Spirit viable enough to consistently be able to 4k, Twins being a close contender. It also has to be noted that the map pool in this tournament was limited, and although it included Wreckers' Yard, Dead Dawg Saloon, Rancid Abattoir and Gas Heaven which with few exceptions represent the state of balance of most maps in this game, I do think there are more survivor-favouring maps than killer-favouring maps overall. A variety of killers deserve buffs, a variety of maps should be further adjusted. But those buffs and adjustments are not strictly necessary from a public matchmaking perspective - not only can killer players simply choose to play S-tier killers every single time if they so desire, but good killer players win the majority of their pub matches even with the lowest-tier killers. Public matchmaking even with MMR is simply not able to provide good killer players with equal opponents sufficiently consistently. But likewise, the weakest killers could all be buffed, the problematic maps all adjusted, without it all too negatively impacting public matchmaking balance either.
The perks used here tell some clear stories too. There are only 19 different survivor and 15 different killer perks in the total pool. That shows how limited the pool of the strongest perks in this game is - 34 out of a total 185 perks seeing use. Not only that, but if we look at how often the individual perks are being used, it becomes clear that it's really only a handful for either role that dominate: Dead Hard and Decisive Strike alone already make for almost half of all survivor perks used, with Borrowed Time, Unbreakable, Deliverance and Prove Thyself making up another ~40%. So almost 90% of all perks used for survivors consist of only 6 different ones. For killers it's similar, with Corrupt Intervention, Deadlock, No Way Out, Lethal Pursuer, Ruin and NOED being 6 perks combining for 86% of all perks used.
I do think a ton of perks should be buffed to get them to a level where they are even approachingly able to compete for slots with perks the likes of those mentioned, but I don't think that the limitedness of perk usage at the absolute top level is necessarily all too problematic. In games there always are a fairly limited amount of S-tier characters and items, and it's no different in DbD. Ideally there would be more for a more varied top-level meta, but in public matchmaking you can already get pretty creative with your loadouts without giving up much. However, the perks do tell us a bit about the gameplay and parts of it could be seen as problematic: The prevalence of DS, BT, Unbreakable and Deliverance show that camping, tunnelling and slugging are the most effective killing strategies that survivors have to combat. Maybe the game could be better if it was reworked to concentrate more strictly on getting as many hooks as possible rather than revolve around these strategies at the top end. On the killer side, Corrupt and Pursuer highlight that the early game is crucial for killers, they have to get pressure up as soon as possible. It could help to introduce an "early game collapse" phase after all, such as simply by blocking all generators until the first chase has begun. No Way Out and NOED on the other hand highlight the fact that killers are at a disadvantage in the endgame - healthy survivors hit with a basic attack can regularly make it to a gate even over large distances, and killers regularly cannot defend gates unless they happen to spawn within close proximity of one another. I personally would not be opposed to the idea of having NOED be a basekit mechanic, without the movement speed boost, giving survivors a totem counter at base at the same time. To bring Nurse and Spirit in line with a NOED basekit reality, I think making Lethal Blink hits and Grudge hits not count as basic hits would be a welcome adjustment (it would be even without basekit NOED).
Some other notes: No Way Out's popularity shows that even the best killer players expect to get into an endgame scenario regularly in even matches. I think there has to be a change in mentality of players to not consider a game lost just because all generators have been completed. Given a desired goal of 2 kills and 2 escapes, a balanced match obviously has to see all generators get finished. Not only that, but since killers can almost always all but guarantee 1 kill in the endgame, a balanced match much of the time is expected to see all generators get finished with at least 3 survivors still alive at that point. Food for thought.
I was surprised that Circle Of Healing didn't see more play. It goes to show that other perks are more valuable if you just bring a med-kit. The standard build for most teams was: 4 DS, 4 DH, 2 BT, 2 Deliverance, 2 Unbreakable, 2 Prove Thyself, with everything else being "tech" variations, and Circle not even being a popular tech (only brought in for 3 matches of the 30).
The problematic add-ons are definitely still problematic: Nurse's range add-ons, Spirit's Mother-Daughter Ring, Blight's Alchemist Ring, Brand New Parts, Styptics, Syringes - these are all blatantly overtuned, and particularly the survivors' ability to bring 4 overtuned add-ons is ridiculous. I would even say it's precisely the ability to bring multiple that makes them a problem - if random survivors only bring 1-2 of these (which is already fairly rare), their impact potential is mostly alright. I think SWF groups should have perk and item limitations in place, such that they can only bring any perk or item/add-on at most 1 time. The killer add-ons should simply be rebalanced.
Moris are still the most balance-relevant offering in the game. Without map offerings, survivors in this tournament usually burned Petrified Oaks, and their impact on the matches was moderate at most. The Ebony Memento Moris that killers usually burned on the other hand consistently made much more of a difference. Bypassing any and all rescue mechanics (DS, bodyblock and sabo plays, pallet and flashlight saves) as well as saving time and holding positions particularly in the endgame turned out to be crucial at various points in these matches. That said, I still think moris are in a fairly good spot now.
Final note: The finals of the tournament are actually still to be played out. They will happen next weekend, so keep on eye out on the stream I linked.
1 tournament that strictly used 3 killers does not make a good argument for balance...
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You can get Lightborn from Billy which you should have
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@bjorksnas said:
Map design is definitely an issue, you can't apply pressure when there is too much to work with on the map in any capacity with most killers
It's never even once been an issue for me until I finally got into higher MMR games where survivors are the ones sweating more than me. And I try not to sweat at all if I can help it. So i still dont think maps are the problem.
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Definitely not a map design issue. Just from experience with the game and all of the killers I've played.. gens only become an issue at higher MMR
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If you're not sure at the start of the game then just check your surroundings every so often while doing gens. Just put on the brakes and walk around for a bit, open your LoS and check nearby, that kinda stuff. Still works even if you know it's a stealth killer.
You dont have to rush gens so hard that you forget how to play against stealth killers. Once you know someone else is being chased or hit then you can go back to what you were doing 90% of the time. Just be careful of running survivors, injured or not.
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@Unicorn said:
I swear it's like he doesn't even exist anymore.
Is he more common in High MMR still? I'm in Gold so I'm not sure. Just miss him so much, he's my fav Killer to face v_v
I'm no Billy main but I am playing him right now
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Well I havent had fun in a lot of my killer games recently because the survivors simply are better off rushing gens and leaving without any killer interaction. So I'd say I'm pretty concerned about how much fun I'm having playing killer.
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I don't think killers even need to be buffed. In fact Huntress and Nurse probably need nerfs... but that being said, gen rushing will be unaffected by most changes to killers. That's because you can only chase 1 player at a time, and you have 4 players to choose from. Gen rushing should be looked at first and foremost.
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No way the devs can stop it really... its a mindset problem and has to be fixed by changing their mindset. When everyone else is doing it, people see it as the "cool" or "funny" thing to do, so more people start doing it in response...
The only way the devs can change some toxic behavior is by adding cooldowns to certain things which could affect gameplay. Like not being able to spam crouch, flick flashlights, etc. That is something they could do to help eliminate toxic behaviors, but that doesn't resolve the issue with players being toxic to each other.
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I don't agree. I am OK with 2k and even 3k as long as I enjoyed the match and everyone else did the same. I don't like the idea of every survivor leaving every single match, which is basically the case for me now. Without having changed anything about my approach as a killer, survivors are more able to rush gens and distract for 60-70% of the game with DH, DS and BT... so much so that nearly all the gens can be done before I find the one survivor who's on death hook.
The absolute worst feeling is 0k or 1k... especially when it keeps happening that way
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@Lochnload_exe said:
I see so many people leaving killer and I can see why, the role is much more stressful than survivor, but where did people get this idea that it shouldn't be?
In any game that is 1v4 or etc., the role that is by themselves will obviously be more stressful because you are your whole team. I really don't know where this idea of killer needing to be super easy win mode came from, the game has always been rough for killers and right now, killer has much less to worry about than they used to.
I get complaining about survivors being strong but here is something I always think about. If the 4 survivors are using their 4 strongest perks, and you as killer are not also using your 4 strongest perks, why is it a shock when you lose? If you aren't putting yourself at the same level perk-wise, why do you beat yourself up when you lose? They have an advantage over you and losing is definitely more in your favor.
This isn't bad though, that is how games work. What I don't understand is why this is complained about so hard. I do believe killer needs some basekit buffs, but acting like killer's get steamrolled super hard every game just isn't true. If all you care about is winning as killer, 4k etc, then it is super possible. You can play scummy, you can throw on the best perks, you can throw on the best killer, and use map offerings all you want, just like they can do. All is fair and part of the game.
It isn't fun to me to do that lol and if it isn't fun for you and you want to use stuff you like, then do it. Play and have fun, don't care about winning or getting a 4k, a 2k is perfectly fine. If you aren't playing hard to win like they are, don't be upset when you lose, be happy when you can beat them despite the advantage. If you only want to win, then you most certainly can, I promise that.
I hate to regurgitate info here but I feel like the point here is sorely missed. After finally getting into higher MMR games, where almost every group is some number of SWF teams.... with or without the strongest perks in the game you still have an exceptional chance to get 0ks -- consecutively, not just once or twice.
I am so burdened with my favorite killers that I'd much rather simply only play Huntress because at every level of play she is strong. That is the only chance I have. That or face multiple frustrating defeats before being placed in what can only be considered "my real MMR" due to the fact that SWF teams are too strong for this game.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670879#Comment_2670879
The problem is that 2 seconds can cost you the case or can force to speak extra time you don't have to locate it instead of pressuring gens or starting another chase.
The alternative is being healed up or leaving an area open for survivors to come and heal while you're chasing another person. Which means you will never have more than one injured survivor during the whole game. Now slugging multiple survivors can even be countered. Theres zero benefits to leaving that totem blessed
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Some killers dont want to take 3s to snuff a totem so their effects remain for 90% of the match instead of half of the match or less
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2669848#Comment_2669848
Traps suppose to catch survivor mid chase, or injure them from far distance. Not spending 30sec to walk, pickup, walk back, setup; and exchange it with 3sec disarm from one survivor.
I never want to use traps just to let survivor disarm them so it can buy you time, because it doesnt, you lose more time than you should. I want to use traps that able to catch them mid chase.
The problem with that is it's so heavily reliant on RNG
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I never go for early trap game...then again I'm probably not in high MMR games for him yet. I do hard trap pallets whether they are dropped or not... this usually forces a survivor to disarm them at some point if they want to use the pallet safely.
I dont even break the pallets most of the time. Survivor waiting or pre-drops a pallet? That's a trap setup for me. No more loop for them. I'll sometimes fake going for the pallet and set up a trap right in front of it so they have less time to think about where to go next.
Another trick that might work is trapping both long and short side of loops so survivors spend more time disarming both of them for those sweet survivor points... from there it's a matter of luck. Like trapping corners and stairs where you think survivors will spend more of their time looking behind them.
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I guess it depends on where you are when you proc your power...
I think most of the time getting too close to a survivor they will at least hear you and be cautious. Not a good idea in my experience to be too close to survivors when stalking.
Also if all the M1 killers were good enough to run around and M1 without fear then there would be no need for their powers. They would all have very similar gameplay. That gets repetitive and old very fast at least for me
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@Leatherface1990 said:
SPRINT BURST + DECISIVE STRIKE. YW.
Yeah I like that idea. Even just having sprint burst gives you an escape option. Keeps you from going down when your team doesnt have BT. Probably the single best anti tunnel perk.
If not that then I'd just accept my fate. If they tunnel me then they saw it as their best play to win the game. Im not gonna be mad forever because it's a game and we dont always win.
But man these high MMR games on killer... they dont even need sprint burst. They have just enough time in the early game to run you for at least 2 gens if they're good.
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Maybe he can move slightly faster when chasing survivors he exposes with his power? Or charges bloodlust faster in that scenario
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That exploit is terrible and I'm sure it's just an oversight. They may not have a good way to fix it either... but I remember they fixed the issue with clairvoyance and collision detection a while back... maybe they could do that here.
That is some next level camping too...
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Definitely not a Trapper or Hag map I can say that... I dont remember seeing any greenery at all. It's so bare. The new map was definitely designed for the new killer, what with all the walls and structures around the map that cant be used well by either side. Just a very open map until you get into the main building... kinda reminds me of a few maps
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I can't really be excited for new chapters. I'll be more excited when the game is balanced a bit better
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No Mither is the way, the only way
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@xEmoGirlxAlexisx said:
Dead Hard Dead Hard Dead Hard... im done seeing this Busted Mess 24 / 7
Dead Hard is broken and get use as a free 3rd Health State or to get to a Pallet save its even more broken as the old MoM
In a Game that is already Survivor sided and where Gens can be done in 10 seconds Why does Survivor needs a 3rd Heal State that can Even Block Killer Power when they have so many God pallets and Windows ? Why can a broken perk like this be used more than 1 Time in a Match ?
Plz nerf or rework that broken Mess playing Killer is more unfun to play singe the vacation fix u cant even bait it anymore
Still waiting for a Boon Perk called Boon : Dead Hard so Survivor can play Dead Hard and the Boon Perk at the same Time and have 4 Heal State
Now that's an interesting idea. Making dead hard another one time ability for the whole match.
I still think they need to force unique builds in the game and make it so some perks simply cannot be stacked... for obvious reasons
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2665425#Comment_2665425
Survivors do actually stop doing gens and they'll walk around trying to get as many other points as they can lmao
In my experience most people will do gens and leave for the quick 10-12k bp. Because you get the +5k for leaving. Most other points are pitiful besides totems