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tjt85

tjt85

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  • @PogbertChamperson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633085#Comment_3633085

    I don't want to win. I want to have fun with an item I brought into the trial. It's not good when compared to the utility of med-kits and toolboxes, but I want to interact directly with the killer.

    Well, I like to have fun not getting blinded 3 times in a row at every pallet. The blinding mechanic needs a cool down period, in my opinion. Maybe after BHVR add that we can think about nerfing Lightborn.

    I personally find Flashlights to be by far the most obnoxious item in the game. Doubt I would play much Killer outside of tome challenges if I had to deal with them in every game and I bet lots of casual Killers feel the same way. So you either accept that, or you enjoy longer queue times and more games versus sweaty A-tier Killers running only the strongest meta builds.

  • I really like this chapter. And I wish I could face the Xeno more often in my Survivor games.

    The only reason why I don't play this Killer more often is because I'm a controller player and he's not that great on controller. With the tail hit box being so precise, he's more of a mouse and keyboard Killer, in my opinion. Still fun, but one I find somewhat frustrating. But even if you are bad with the tail, Xeno can still be a strong basic attack Killer with great map mobility.

    Console gamers probably outnumber PC gamers by quite a bit, so I think that's probably why we see less Xeno than we might otherwise.


  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632143#Comment_3632143

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632255#Comment_3632255

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632258#Comment_3632258

    You dont seem to understand. Those people dont use self care at all, they just hide in the corner when injured. Yes, it would be better if they were on gens, but they are not. Healing might be a waste of time, but itsnt it still better than just hidding? Because these people do not what you want them to do, they just hide.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632372#Comment_3632372

    No, it doesnt, at least at my server. A lot of survivors refuse to heal you, because a) they consider healing (others) a waste of time, and/or b) if the killer comes to your gen and one survivor is healthy and one is injured, most go for the injured one.

    Thats why bond doesnt help at all.

    I agree. Unless you are playing with friends, you can't rely on anyone on the team to do anything for you, let alone heal you up. You've got to look after number 1 in Solo Q. That's why I always prefer to bring at least one self healing perk. I'm not saying altruistic solo Survivors don't exist, because they do (and if the team is that way inclined, I'll play the same way too). But it just can't be considered a given that they'll be in your trials.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631941#Comment_3631941

    But why is it better to just hide in a corner and stay away from gens and the killer instead? It doesnt progress the game at all.

    If they're really not doing anything at all (and not just too afraid to do a gen injured), they could be one of those Survivors who load in to do nothing all game except wait for their team to die and then play for a hatch escape. They're not that common but they definitely do exist.

  • I don't know if the add-ons are the problem, or there's a wider problem with how easy they are to get in a blood web. Same goes for any problematic add-on.

    If you dump enough BP into one Killer, you will never ever run out of their strongest add-ons.

  • I honestly think that with Botany Knowledge, it's the best self healing perk in the game. I don't think any of the others come close to it, at least not for me. It's good to pair with resilience too, for those games when healing at all is pointless (Sloppy Butcher / Legion / Plague).

    Second Wind is not too bad, but if you get hooked without healing anyone you'll get no value from it (I've had too many games like this).

    Inner Strength is OK, but since you need to both find a totem, cleanse it and then spend 8 seconds in a locker, you probably haven't saved any time.

    Plot Twist is the only perk that I think is arguably as good (in some ways better, because you can ignore the effects of deep wound, mangled or hemorrhage), but you only get two uses out of it and one of those times is when the gates are powered.

    Built to Last is good to use with a med-kit, so you might get more than one heal out of it. But then there's a possibility the Killer will bring Franklin's Demise if they see many items in the lobby.

    Pharmacy is just bad. Have nothing good to say about this perk.

    So long as you're only using Self-Care when you really need to, I don't see why so many survivors have such a problem with it. I typically only use it when I get unhooked and the unhooker can't be bothered to heal me. In 3 gen situations and in the end game, when I need to go for a save or run past the killer at the gate. I might sometimes heal myself up if the game is going well or my gen is blocked.

  • I've come up with build for all you future Alan Wake mains. Just finished a play through of his first game and I really enjoyed it. I'm a lot more hyped to see him coming to DBD now. He definitely belongs in the game.

    Anyway, the build is centered around his best perk Champion of Light and is as follows:

    Champion of Light (no explanation needed for this one).

    Flashbang (One of the best weapons in his game for fighting the Taken).

    Built to Last (so you can put fresh batteries in your flashlight).

    Dark Sense (to replicate the bullet time mechanic warning you when the Taken are about to ambush you).

    I thought about including Fixated so you could really be zooming, but Alan's a pretty realistic video game protagonist. The guy can barely run 50 metres before getting winded, so it didn't feel right for him.

  • @Thusly_Boned said:

    What's the use? So you can stream your matches and create content with a TOP MMR tag, deluding yourself and fooling others into thinking it means anything at all.

    But seriously, I appreciate what the system is trying to do, but it doesn't do it well at all. Better than nothing? Yeah, but still a crapshoot unless you're only playing at peak hours.

    I think it kinda works well (or at least better) when matching SWFs up with Killers, since there's some degree of consistency for the system to work with, so long as there are enough players available and there's been no lobby dodging. But for Solo Q it's just a roll of the dice. All I want is for the system not to completely disregard my MMR and drop me instantly into the next available lobby, regardless of its suitability for me. I don't want to be the obvious weak link to tunnel out or the only teammate willing to touch a gen or go for a hook save. Feels like I get more extremes than decent match ups a good chunk of the time.

    That said, if the system actually worked my low escape rate would no doubt put me consistently in the lowest possible MMR lobbies. So I guess I ought to be thankful it screws up sometimes to put me with Survivors that know what they're doing from time to time.

  • @burt0r said:

    It's funny and ironic that more than half of the suggestions against this unfun playstyle is another unfun playstyle that already gets regularly complained about.

    Ha ha!

    Yeah but, but, but... It's OK if they started it, though... Right?

    Right.

  • Middle MMR is where the fun is for both sides in my opinion. With Killer, you can play low tier Killers using weird builds and "play fair" and still win (or at least have pretty close games). And on Survivor, you get decent teammates that have some degree of experience and game sense. Nobody is stomping the opposition. Good times.

    Low MMR Survivor is the worst experience you can have in this game. 20 hour newbies too afraid to touch a gen in the terror radius, teammates having Sub 10 second chases, endless stealth / farming Killers, nobody going for end game saves, players hiding on death hook and then playing for hatch are just a few of the frustrations.

    This is how my Survivor games have been going recently and I can definitely tell you, I'd like to get out of this MMR bracket as soon as possible!

  • Sounds like a brutal match.

    I run Iron Grasp and Lightborn on all my Killers 100% of the time just to counter bully squads like these. It can be a miserable experience to play against them and that's exactly why they do it. A team can gen rush me all day, I don't care. Because they're not trying to make me regret loading up the game. When I get a bully squad, any ideas of "playing nice" go out the window and nothing is off the table (slugging, camping, tunnelling. I'll do it whatever if it means I ruin their fun).

    My go to build for Trapper is Lightborn + Iron Grasp + Agitation + Surge and I've done pretty well with it so far. With this build, they won't be able to flashy/flashbang save, body block, sabo or boil over their way out of your grasp and you are near guaranteed a hook on the survivor you're carrying or a down on any Survivor trying to body block / sabo. Plus, you've always got the option for basement plays with Agi and Iron Grasp. Most of the time, they'll realise you have a build to counter their "fun" and they'll throw the game to go next so they can bully another target.

  • I'm really enjoying Huntress and Deathslinger at the moment. I'm an absolutely hopeless Deathslinger but a little bit better with Huntress (though I wouldn't say I'm in any way good). They are very fun Killers to play as regardless of how well I do. Their powers are just so much fun to use.

  • Thank you for your contributions so far.

    legionlore.jpg

    I came up with another build the other day for The Legion (my Killer main) that I thought would be neat to share.

    The build is Dark Devotion + Friends 'Til The End + Batteries Included + Fire Up. Add-ons are each member's own personal mixtape and the BFFs necklace.

    Dark Devotion & Friends 'Til The End represent the twisted friendship and cult like dynamics of the gang. They have pretty good synergy, with FTTE able to switch up your obsession throughout the game. DD also makes you stealthy, so you can sneak up on unwary survivors (just like the way Frank snuck up on poor David in their teaser trailer). Darkness Among Us indeed!

    Fire Up, BFFs necklace & Batteries included represent their escalating vandalism, youthful energy and emphasis on speed. Here's the result of a game I played with this build.

    legionlore2.jpg

    A 3K!

    Was a fun game and I got value from all of my perks and add-ons, so not bad at all for a build with no gen regression or slowdown. Obviously, this wasn't a sweaty lobby and I'm not at high MMR, so your results may vary. But they played well (especially the Meg), were able to get the gates powered and might have won if not for 3 genning themselves. It was basically a 3 Vs 1, as the other Nea disappeared as soon as she was on death hook and didn't do much else for the rest of the trial.

  • I really enjoy using Enduring on my Legion. Paired with Julie's Mixtape addon, I can eat a quick pallet stun, immediately refill my power gauge, then vault the pallet to get right back to chasing and chaining frenzy hits. If I'm feeling a bit more competitive, it's a combo that also pairs really well with the Iri button. Never respect a pallet again!

    It's brainless, stupid and probably mildly annoying to face but an incredibly fun way to play.

  • I don't know if this is a strange reason, but I main Meg Thomas because I like the way she sounds when she's injured. I dunno, her voice acting in general sounds kinda cute to me.

  • @Revvium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628733#Comment_3628733

    The knives got nerfed by a large degree compared to 6 knife Trickster so idk how you could come to this conclusion, his time to kill and accuracy needed to keep up pressure has been decreased. Old Trickster killed dramatically faster if you got caught out in the open. The only thing that is very dramatically increased is his movement speed, which I'd agree is not a fun addition to the kit on either side.

    But the solution is not to nerf the blades, the solution is to reduce his ability to keep up back to the old version and make the power feel better to use by making it stronger whilst adding back more dependency on ammo by making main event take longer to acquire. There's plenty of counterplay against the killer- but it does require key insights that aren't always very clear unless you have good understanding of the power. again another issue that the kit has.

    My issue with rework Trickster is that he gets the main event so incredibly quickly and often, it feels like it's more or less what he's all about now. And since he's so fast, he can easily close the gap around loops enough to get an injury with his knives and then he's more or less straight into main event. If you stay at the loop, he'll either smack you with his bat and you're dead, or you leave the loop and get shredded by main event anyway. He can get some really fast downs. Old Trickster could do the same, but at least you felt like you had a chance to gain some distance around corners with his slower speed and the fact that his knives took time to ramp up to full speed. It's entirely possible I'm just hopeless at versing this Killer (I've never had much chance against this Killer), but judging by my teammates, they're not much better either.

    All that said, I think they probably did need to buff his main event in some way. It felt kinda useless. I would get main event maybe once or twice in a trial and never when I actually wanted it. But this feels like a little too much to me.

    Old Trickster's increasing knife speed is one thing I especially miss about him. I really liked how his blades would gradually pick up throwing speed as he sounded more and more excited. It was such a great combination of sound design and game play and it enhanced the experience of playing him. Now they're a steady speed and it feels kinda... bad? I don't know, I can't really articulate what my problem is. I just feel like he's lost something in this re-work and I can't fully explain what it is.

    I'm not knowledgeable about this Killer or good with numbers and I was never very good with him (had plenty of 0-2K games). He's just one that I would occasionally play because he had a fun power and I like his vibe, look, lore and sound design. So I don't know how to fix him or buff him in a way that is fun for both sides. I just know that I don't find him fun to verse or play as anymore.

    I think I would have been happy with old Trickster's throwing knives (minus the recoil), a slightly easier to activate main event and a 4.6 movement speed. Whether that's too strong or too weak a change, I don't know.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628738#Comment_3628738

    In customs where you do bots you can auto-set whatever map you want.

    Oh right. I don't use bot lobbies for Killer practice, so I didn't know they had this feature already. It would make sense for a Survivor practice mode to have the same, then.

  • I think even if they added a Trapper bot it would help players to practice their fundamental looping skills. Would be neat to have unlimited map offerings for the mode as well, so that we could explore and learn the different maps at our leisure.

  • Well, I Just played against my first Trickster since the rework. If his blades are to stay the way they are, then he needs to be nerfed to 4.4 again. I feel like it was a big mistake to buff both his speed and his knives.

    Old Trickster didn't have much counter play to begin with, but now he has absolutely none.

    I used to play the odd Trickster Killer game, but now I'll never be playing him again. He's just so utterly miserable to face. I wouldn't be surprised if he gets more DCs than The Skull Merchant now.

  • 15-20K is typical for my Survivor games. There's always at least one category where you just didn't make enough points (mostly the Survival category because that's how it is for Solo Q). Or it didn't make sense to do anything other than the thing you were doing. Killer is chasing only one Survivor? I guess you'll be glued to a gen for most of the game.

    Consequently, I make almost all my BP in Killer, but I spend most of it on my Survivors.

    I also think it's maybe a decision made by the devs to encourage more Survivors to play Killer, because the game needs more Killer players, especially at lower MMR.

  • Is SBMM really the problem, though? Or is it the ultra competitive attitude of the player base that's actually the problem?

    I personally don't get too many sweaty lobbies as either Killer or Survivor and I think that's because I'm not sweating either. In most of my Survivor lobbies, nobody even bothers to bring an item unless it's a med kit.

    My Killer games can sometimes be tough, but mostly I find myself matched with wannabe bully squads and very rarely against gen rushers. Bully squads can be a nightmare to face for very inexperienced Killers, but since I dedicate half my build to countering their shenanigans, they don't really bother me anymore and I can win most of my games against them. I don't see many gen rushers because they probably win too many games to be in my MMR. Most of my matches are against (or with) uncoordinated SWFs and Solos running the off meta perks they like or find fun. I suspect I'm somewhere between low and mid MMR on both sides, which is where most of the fun in this game seems to be found.

    The system is not perfect by any means. It struggles to put together a reasonable Solo Q team. It breaks down badly when player numbers are low and there aren't enough sweats for the other sweats to be matched with. And from what I've heard (though this is pure speculation), for players who take a break or pass the soft cap, MMR doesn't decay (at least not very fast) and they can never really go back down in MMR, no matter how often they lose. So in that respect, I think the system may have failed these players as well.

    Some players expect to have multiple 4E and 4K trials, but then seem to be surprised when the MMR system puts them up against opponents that are willing to sweat just as much as they are.

    I had a Wraith today who saw a lobby full of med kits and decided to bring Franklin's, Sloppy Butcher and a Midwich offering and I sincerely hope they got nothing but cracked SWFs on comms for the rest of their play session. Face it, if there is sweat in the game, it's because the players are bringing it on themselves.

  • New to the game, I'm guessing? Trickster used to be 4.4 like other ranged Killers but BHVR decided to buff him to be 4.6 very recently. They also buffed his throwing knives at the same time. I personally wish they'd buffed one or the other (preferably his speed), but they decided on both.

    As for the Artist, I'm not sure. Perhaps because her birds are more for long range information and don't tend to cause injury, so she needs the extra speed to be able to make the most of them? But I don't see this Killer very often and she's not one I play, so I can't offer a better explanation than that.

  • It can be very annoying. Especially if you're healthy and a few feet away from the exit gate and NOED gifts the Killer a kill at the very last moment.

    But the thing I think Survivors fail to understand is that you've just spent the rest of the game with an empty perk slot and they took the gamble of doing gens instead of "wasting time" cleansing dull totems. So let them be salty. I don't like to use it myself (unless I have a tome challenge) but NOED is fine.

  • This isn't the only Locker bug in the game right now. I don't know if this has been reported yet, but there's a bug where if you're in front of the locker and the Survivor rushes out, you can be thrown backwards or directly up in the air. The Survivors do not have Head On equipped, so it's nothing to do with that. Here's what it looks like (this Cenobite player also got stuck):

    https://www.reddit.com/r/deadbydaylight/comments/18jcwux/that_weird_locker_jump_bug_made_me_permanently/

    It's happened to me multiple times now. I don't know if so many Survivors know about it that they're exploiting this bug regularly, but I think some might be.

  • My queue times at night are already long enough if I want to play any Survivor games. So anything that might increase that wouldn't be welcome.

    I also think a casual mode would still need an MMR system anyway. It's that way for unranked Fortnite. Difference is, MMR systems tend to work better in those kinds of symmetrical 1 vs 1 games, because success is based more on individual performance and/or teams rank up or down together. Match making accuracy can't truly be achieved for DBD in my opinion and not much would really change for "casual" players.

    That said, I'd be willing to sweat for Iri shards. But I wouldn't be playing a ranked mode for fun.

  • I think it's fair to say that players visiting the forums probably represent the more "dedicated" elements of the player base. So discussions can be a good way to sound out what these players might be thinking and feeling about the game. I have relatively few hours of play time compared to many veteran players, but it's still probably 100s more than a very substantial chunk of the player base. So I think we all have to remember that DBD probably has players who might play for only a couple of hours a week. These gamers probably aren't so interested in discussing strategy, the meta, balance or even reading the patch notes. They just want to have a good time and BHVR need to take the experiences of these players on board when making any balance changes. Whether a player has 80, 800 or 8000 hours of experience, we are all playing the same game and BHVR has to make decisions for all of these players. That's not an easy thing to do, by any means.

    In the end BHVR are the ones who need to take those impressions and take the game in the direction they feel is best for the overall health of the game.

    A good example would be the nerfing of MFT. I didn't have a problem with perk. I hardly ever saw it in my Killer games and I didn't get so much value from it in my Survivor games that it felt over powered to me. Obviously, that's just my experience. Others on the forum made it clear they felt very differently about this perk, so I have to concede that it needed nerfing. So BHVR nerfed it, but not in a way that I personally would have nerfed it. Having made a grand total of zero video games in my life, this is probably for the best. Because like the majority of the forum, I don't know the first thing about designing or coding a video game. While I may disagree with BHVRs decisions, I know that doesn't make me qualified to come up with anything better.

  • I just want a faster crouching ability and for crouched movement speeds to be a bit quicker. It would make her stealth so much more viable to use against the more gen efficient teams and more useful when mind gaming at loops and tiles.

    That's all, really. I don't think she needs any crazy buffs. But I'm not a pig main and I don't play her very often. There could be other ways to buff her that I can't think of.

  • I used to worry about this a lot but not so much these days. BHVR won't give us a way to track hook states and my brain doesn't have the bandwidth to keep track, so what can you do? Personally, the only kind of tunnelling I despise is when a killer returns straight back to the hook to "tunnel off hook". This means specifically going after the Survivor that just got saved, giving them no opportunity to heal up and get back into the game.

    This is very easy to avoid doing on purpose, because anyone you hit immediately off hook will glow with the endurance status effect and go into deep wound, so you can leave them be for a little while. And it's not so hard to remember the last player you hooked. I tend to give unhooked Survivors immunity for a couple of minutes to reset and heal while I've chased someone else for a bit and I don't mind if this makes the game more challenging for me. But if they go immediately back to their gen or don't take the opportunity to get to safety, they are fair game to me to at least end up slugged.

    Sometimes the only player you can get 3 hooks on will naturally be the weakest. That's just how it is sometimes. I don't consider this tunnelling so long as you've tried (and failed) to chase others.

    If you feel like being more competitive in your games, I personally think it's OK to tunnel, camp and slug a bit late game if it's right play and the trial is looking like a 0 K for you. Once there are only two gens remaining or the gates are powered, it's fine to stop playing so "nice" to secure a kill or two. Just don't slug for the 4k or intentionally bleed anyone out and most reasonable Survivors will be fine with the way that you've played.

    But you have to come up with your own rule book on what you consider to be fair play. Those are just a few of mine.

  • I'm already seeing more gen blocking perks in my Survivor games, so probably.

    I won't be switching up any of my builds until I know whether or not the 8 event regression limit will actually have an impact in any of my games. I do tend to find myself in 3 gen situations a lot (Survivors fault, not mine!) so it might, but I guess I'll see. I'm not a high MMR Killer though, so with the 5% kicking buff and no gen tapping, I think my two main regression perks will still be viable (Surge/Call of Brine).

  • Definitely doesn't work. I've tested it myself. I've left a message after getting sacrificed, spectated for the rest of the game only to return to the post game lobby to see that all my messages had disappeared.

  • His skill check perk is the only one that personally interests me to be honest and I don't know a lot about the character. So I think I might give this chapter a miss. He's just a dude in a suit to me. I've still got an Xbox 360 though, so maybe I'll pick up his first game sometime soon to see what I missed out on.

    Champion of Light is sure to be a big hit with a lot of Survivors able to get some use out of their flashlights (but I'm useless with those, so not a perk for me). I'll be running Lightborn on all my Killers forever now!

  • This happens to me all the time.

    I tend to let them heal me up to the very last tiny bit and then I hold the run button and recover fully myself. It makes me chuckle to think I've probably surprised some baby Dwights by becoming instantly healed right off the ground. I must look like a hacker to them.

  • I'm actually kind of surprised by how negatively the solution has been received by some in the community. Seems like a pretty reasonable and even way to deal with excessively long 3 gen games.

    Like honestly, if you've performed eight (EIGHT!) regression events on each generator in a trial and you still haven't secured enough hooks to get at least a kill or two, that match probably wasn't going to go your way anyway. And let's not forget that end game perks are still a thing. The trial has to end sometime.

    Killers get 5% regression per kick but will need to be a bit more careful about when they use their gen kick perks and Survivors won't be able to casually tap any regressing gens they come across in chase or on their way to do an unhook. Seems like a fair trade to me.

    And if there are any issues to address, then they'll be picked up in the PTB.

  • I don't know if it means anything, but Bubba and Myers were the very first Killers that I bought when I started playing early last year. If they hadn't been in the game, I'm not sure I would have been quite so interested in playing it. Other than the Xeno, Ghost Face and Freddy, none of the other licensed Killers are half as iconic as those two. Personally, I would put all 5 in the very top tier (although Ghost Face and Freddy aren't the "real" ones, which potentially knocks them down a tier).

  • The Onryo changes seem like a best of both worlds approach and I think she will be more fun for Survivors to go against again. I'm particularly glad about the changes to her demanifested state, because I tend to enjoy demanifesting during a chase often for mind gaming. I actually didn't realise Survivors could easily tell that I'd demanifested (I should have read the patch notes more carefully I guess) but looking back on my recent games, it must have been so obvious.

    I'm by no means an Onryo main though, I just play her casually on occasion.

    I doubt the Billy changes will tempt me into playing him much, but I'll give him a try to see if he feels any better to play. Someone at BHVR must love him with this buff and all the recent cosmetics he's been getting.

    But there's only one Chainsaw wielding Killer for me and that's Bubba.

  • @Seraphor said:

    Bots are already better than most other players in chase, do we really need them to be better at the endgame too?

    They exist to make it bearable when a player DCs, not improve your chances of survival.

    You say that, but I've seen bots do more gens than my teammates in some trials. So having a bot on the team really can improve your chances.

  • I can't say I'm too excited if it is, since I don't know anything about Alan Wake. I hear it's a good game but as far as I know not an especially popular one. I guess I should pick up the first game to see what all the fuss is about. We've not had much in the way of teasers so far, which makes me think it might be more likely to be a licensed Survivor.

    If his perks are all about flashlights though, then I'm not going to get much use out of them. I couldn't use a flashlight to save my life.

    Are those handcuffs on the table? If so, could it be Rick Grimes from the Walking Dead? (Edit: no, I can see now it's a magnifying glass).

  • These sound like broadly positive changes to me. The 3 gen solution seems like a good one too.

    But the ruin change seems to be a little bit unnecessary to me. Was it really a big deal to have it deactivate when a Survivor is dead? What's better gen slowdown than one less Survivor able to do gens? It can still be cleansed though, I guess. So maybe not a huge issue.

    I can see Ruin being used more often by 3 gen Killers who might favour passive gen slowdown after the update, like Thanataphobia / Dying Light, coupled with perks and add-ons that keep you injured like Sloppy Butcher.

    With this in mind, Legion and Plague could become the best 3 gen Killers in the game with their abilities to keep Survivors injured. Legion in particular have two or three add-ons ideal for holding a 3 gen (Frank's mixtape to kick gens in Frenzy, the Fuming mixtape to regress gens not being worked on and Filthy Blade to make mending take longer). Resilience, BNPs and Deja Vu should be able to counter this somewhat however.

    Even so, I still think it will be a viable strat to hold a 3 gen from the start of the game even with these changes. Killers will just 3 gen differently. But I guess we'll see how 3 gen Killers adapt.

    Having the FOV change removed from Monitor and Abuse is a minor quality of life buff for me too, because the change in view while in chase sometimes made me feel a little bit sick.

  • Right to left: Trapper, Meg, Dwight on a hook and maybe another Legion (Susie?).

  • I think that self preservation and progressing objectives are the bots prime directives (probably in that order of importance).

    They are single mined in this respect and all they care about is escaping.

    And let's be honest here, if the bot goes down in the end game are you really going back to save it? Assuming the bots have some kind of machine learning that learns from player behavior, then the bots must know they're on their own and their best play is always to get out while they still can.

  • I've personally had a better match making experience lately. More close 2K / 3K games (1 gen left) as Killer and better teammates / more escapes as Survivor. It should eventually settle into better match ups for you.

    But knowing how unpredictable and capricious the system can be, I wouldn't be surprised if next week is full of the sweatiest Blights, Onis and Nurses going up against a lobby of 20 hour Self-Caring Claudettes hiding in bushes.

    Edit: If you're wondering, I was right! I guess I must have jinxed myself.

  • Wouldn't Wesker be in the pure evil category? I mean, the dude created a doomsday weapon.

    I also think Myers has to be in the pure evil tier as well. There's not a shred of humanity left in the guy.

  • Personally, I quite like it. There are definitely maps that I much less prefer to play on.

    Midwich and Hawkins are the stinkiest maps game play wise for me at the moment.

  • On Survivor, I'd only ever play Feng for a tome challenge and even then I'd have to equip Iron Will because I just can't stand her injured noises.

    I'm too lazy to learn the more difficult Killers like Nurse, Billy, Spirit, Artist, Singularity or Blight. And since I rarely enjoy going against Ghost Face, Pinhead, Doctor, Wraith or Clown I won't ever play those guys either. Clown can be funny to play as with the VHS add on, though.

    Some I don't play because I don't have every Killer / Survivor unlocked yet.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622419#Comment_3622419

    This might be because she doesn't look like Sigourney Weaver. I know a streamer that was really looking forward to Ellen when the Alien chapter was announced, and wanted to P 100 her, but when we found out Ellen didn't get Sigourney's likeness, they lost interest. I completely understand.

    I play as Ripley a lot. Had a bad game? No worries, seeing Jones in the lobby soon will make everything feel OK again. That alongside hearing Steve's stupid screams are two DBD things that are kinda soothing to me.

    But you're right, she doesn't look a thing like Sigourney Weaver. It's not a huge deal to me, but I can see why others were super disappointed.

  • Ghostbusters, Gremlins, Jurassic Park. My other dream chapter was Alien.

    Out of the three, I think only Gremlins would be fully accepted by the fanbase. The other two are only really horror adjacent to most people (I think Jurassic Park is horror and I will die on that hill). Then again, we also got Nicolas Cage and that's pretty out of left field, so who knows?

    I would be so, so happy if Gremlins made it into the game.

    A second Evil Dead chapter with Evil Ash Williams would be awesome too. And I hope we get the real Freddie and Jason Voorhees one day too, but that probably goes without saying.

    I think a few smaller Horror IPs might make for some cool skins. Purge masks for The Legion for example.

    And Kazuo Kiriyama from Battle Royale would make for a sick Trickster skin. Swapping his knives out for an Uzi would work and he could have a unique Mori using a megaphone to amplify his victim's screams across the map. This is probably a bit too obscure a license to pursue though, to be honest.

  • I've gotten value out of the AFC system against much less experienced Killers before.

    Like the Ghostie I played just the other day. He was trying to proxy camp me just out of Kindred range, but because I also had open handed the team knew what he was up to (a strong Solo Q perk combo btw. Give it a try). He eventually gave me enough anti-camp by patrolling around the hook and I was able to free myself while his back was turned. In the end we got a 4E because the team did all the gens while he wasted all his time attempting to camp me out.

    So I don't think it's fair to say it does absolutely nothing. Not every new feature BHVR adds to the game has to be for the benefit of the veteran players. I'm sure it helps new Survivors out quite a bit by punishing Killers that try to face camp someone out of the game, by denying any possibility for the team to come and hook trade.

  • Wow... You see Switch players in your lobbies!? I think I've only ever seen 2 in any of my Switch games. So I'd be inclined to stick around regardless of their hours just for the novelty.

    I have about 750 hours on PC but only about 150 on Switch. So I guess there's a slim possibility they might have more hours on a different platform. Pretty unlikely though.

    I get plenty of low hour players in my lobbies (maybe the MMR is trying to tell me I've not improved one bit in 700 hours?). So I tend to expect getting a variety of teammate skill levels. That's just the Solo Q experience and nothing will probably change that. I don't think you can do much to help them learn, either.

    You could bring an altruistic anti-tunnelling build and go for the saves to keep them alive for longer (Borrowed Time, We'll Make It, We're Gonna Live Forever and Kindred maybe?).

  • @Evan_ said:

    Perks don't affect matchmaking - it's entirely possible to lose with popular ones on either side.

    Perks make you less likely to lose, so it does affect match making in that respect. I think they do a lot of heavy lifting in this game and I'm certain I could climb to a higher MMR if I equipped much stronger perks and add-ons. But I won't do that because I don't like playing ultra competitive DBD.

    I think perks like Pop Goes The Weasel and Pain Resonance have additional value in being so demoralising to face. There's nothing worse than returning to your nearly completed gen only to find that it's been regressed almost back to nothing. If you're also facing a top tier Killer playing "optimally", it's enough to make you want to quit there and then because you know you're in for a 4K at 3-5 gens.

    I think BHVR need to find a better way to take the sweat out of the game. Although I think the MMR system is (mostly) working as intended, because stronger players tend to face other stronger players more often than not, I'm worried that SBMMR brings a sweatier vibe to the game. The better you do the harder your trials get, so you bring stronger perks and play styles to compensate to keep winning. And so it goes on, in a never ending arms race.

    BHVR have tried to mitigate the tendency for this to happen somewhat by making our MMR a secret, but then players come up with their own metrics anyway by doing a "win streak" or using a third party website to access player stats.

    What could BHVR do to solve this problem? That I don't know. But I do know that this game isn't much fun when one side is sweating way more than the other. And I'm not sure enough of the player base wants to sweat to satisfy the more competitive side of the community. I mean, for every sweaty Killer you need at least 4 sweaty Survivors for a fair match up. So there's never going to be enough Survivors for the best Killers to face, leading to lower MMR Survivors being matched up with these players and then nobody has a good time.

  • I would 100% disable this feature if it came to the game. Thanks but no thanks.

    Besides, it wouldn't work so well on European and Asian servers anyway, since there will be lobbies with multiple different languages. If we're going to have added comms, I'd much prefer BHVR add a few more simple gestures beyond the pointing and come here gestures we currently have.

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