tjt85
tjt85
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I have some concerns about this for new PC Killers in the future, because it will leave them without a single free gen regression perk. New console players I'm not so worried about, since they'll still have Overcharge, Pop and Ruin to unlock.
As a relatively new player myself, I remember how quickly I found myself facing competent and skilled survivors in my first Killer games (more or less within 20-30 hours of game play) and we all know how important it is to have at least some kind of regression or slowdown. Even just one regression perk can be the difference between winning and losing.
Jolt/Surge is such a strong perk on Trapper and Wraith as well, the two best free Killers to get started with.
I suppose it wouldn't take long to grind enough shards to buy a perk in the Shrine and I guess there's still Thana and Sloppy for some slowdown, but giving inexperienced Killers nothing to regress the gens with might lead some to players quitting the Killer side in frustration.
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I had a fun game on it earlier with the Demo, with no prior experience of the map. I think it looks great, feels very faithful to the show and of course I dig the 80's Cold War vibes. I can see how a Killer with no easy way to deal with pallets is going to struggle, though. Still, I would take this over any of the stupid corn maps.
And I can already tell I'm going to get so very lost when I find myself sent there in my Survivor games. Maybe not Midwich lost, but still pretty lost.
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Could be neat and I like the idea, but I'm finding Demo to be tons of fun already and I'm not sure this Killer urgently needs a rework. Then again, I know they're not a fresh Killer to a lot of older players, so maybe a rework could be a good thing in the longer term to shake things up.
Demo might be the most fun I've had playing Killer for a while. Seems to be pretty strong too and (a very big plus for me) very controller friendly. No idea why BHVR rate them as hard, though. I feel like I've gotten the hang of this Killer pretty quickly (and yet I still struggle with Xeno). Maybe practice with The Twins has helped a bit, because he plays a little like a very big Victor.
Anyway, I'm so, so glad Stranger Things is back.
Side note, those buffs for Demo a little while ago suddenly make a whole lot more sense now!
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Just played my first Demogorgon game with a single yellow perk (up against 4 purple perk Survivors, naturally)! Got a -1 for my grade, thanks for that BHVR!
No seriously, thanks. Demo is fun.
Be nice to get some easier games for the first time you play a new Killer, though.
Obviously I'll need to practice. I couldn't even figure out how to get the portals working. And maybe play some Legion games to reach the next grade so I'm not punished for trying out a new killer.
(Edit: I did exactly that. Got a lobby of genuine baby Survivors who missed dozens of Skill checks and got downed multiple times to deep wound. This is my main Killer. Skills-Based MMR at its finest!)
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My Switch is updating as I type this.
Scoops Ahoy Steve and Demogorgon, LET'S GOOOO!
(Also, Damn you BHVR. And I was just about to take a break from this game...)
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Maybe rework is closer to the truth than a full nerf.
I'm still pretty sad about it though. It was a unique perk in the sense that it's a chase perk that can be used all game that isn't also an exhaustion perk. I don't really think of exhaustion perks as chase perks to be honest, because with the exceptions of Smash Hit and Overcome, they're not really much use "in chase". Instead, they're for getting to a safer area of for stopping a chase before it begins.
I wish they'd done something a bit more obvious, like making it time limited like Lucky Break and deactivate it in the end game (so no stacking with Hope).
Now it will be just another anti-tunnelling perk that won't really do anything besides add a few seconds onto the time needed for a Killer to tunnel their target out.
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I wouldn't say he's common, but I still get Singu games every now and then. Sometimes I won't see a Killer for ages and then suddenly I'll face a few of them in a row. At the moment Dredge is a pretty popular pick (this could be more to do with the Tome challenges, though).
Come to think of it, I've not seen a Legion for a couple of weeks and they've supposedly got a fairly high pick rate. DBD is weird like that.
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I hate the Clown because I don't like Clowns (he's an especially repulsive and nasty one at that). I don't like his laugh. Pretty much everything about him makes my skin crawl.
I'm not saying this is a bad thing, by the way. This is a horror game after all. But he's easily the most horrific character to me.
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My favourite Locker Dwight build can be quite fun (but don't expect to be escaping with this one):
Lucky Star + Quick and Quiet + Lucky Break + Head on or Flashbang.
Get hit with lucky break, break line of sight, jump in a locker silently with the Quick and Quiet / Lucky Star combo, then chuckle to yourself as they walk right on by. Head on Stun if the Killer comes back to the locker you're hiding in.
Doesn't work very often but when it does *chef's kiss*.
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I don't get hatch all that often. Most Killers I face like to 4K when given the opportunity and I rarely play well enough to earn hatch anyway. That said, I don't particularly care about hatch or escaping, so long as I got the chance to earn BP or get challenges done and / or somebody else gets out.
But in my Killer games, I almost always let the last Survivor escape (though hatch or gate, it's all the same to me). My way of making sure my ranking doesn't creep up into the sweaty leagues and also an acknowledgement / consolation that the MMR system rarely works as intended, since it often puts me against Survivors that had no realistic chance of escaping.
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I'm fairly confident that I'm a low to mid MMR Survivor and I pretty much hit nearly every normal skill check (unless I'm playing on Switch, because that's just the DBD experience on Switch).
Sitting on a gen and hitting skill checks is the easiest thing to do in the game. So I very much doubt that's any indication of MMR. If everyone is blowing up gens, then you're probably in a lobby with a couple of Survivors who just installed the game and probably have less than 20 hours combined.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576009#Comment_3576009
i'd love if pre-game lobbies are removed as a whole. i can't think of any purpose they serve other than enabling dodging teammates/opposing survivors.
But I'd miss Seeing Jonesy the cat... :(
I do hope they decide to hide prestige levels. I think it should improve the matchmaking overall, but since they have the data and that's better than my gut feelings, I guess we'll see.
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I think the Xeno is difficult to master. I'm hopeless with this Killer, anyway.
I think it's best to choose Killers because you enjoy their mechanics (or their vibe or whatever). If that's the Xeno for you, then just keep on truckin'. And like others have said, don't worry too much about winning. If you have fun, you'll always win.
With those load outs, they look like a bunch of sweats to me, anyway. They probably dunk on Killers in most of their games, so don't feel too bad about losing.
One thing I do appreciate about the Switch DBD experience - there's no endgame chat. Don't get me wrong, I've had some wholesome experiences in chat on PC, but the likelihood of some post game smack talk is high enough that I keep the chat window closed most of the time.
Also part of the reason why I like to run off meta perks and enjoy using the weaker Killers. If I win, I feel like I earned my victory. If I lose and they want to gloat, then they've shown themselves to be poor sports with no class.
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Overnerfed for the majority of the player base, absolutely. Most Survivors won't touch it now (going by my own lobbies, it wasn't actually a very popular perk, being far outnumbered by pretty much every exhaustion perk).
But it probably won't make that much of a change for well co-ordinated high MMR SWFs, who I think will still get plenty of value. Can't say I'm looking forward to still be facing it in my Legion games on those occasions when I get a Lobby that a P100 Blight noped out on.
Basically, I think it's another nerf meant to cater to streamers and the vocal competitive crowd, while making the perk totally unappealing to any casual players.
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I'd like be able to use Self-Care without also needing to run Botany or Desperate Measures in every game. Come on BHVR, treat us SoloQ players to an extra 10% healing speed.
Also, can we not have every med-kit be the same as a brown med-kit for self heals? Miss one single skill check and you can't even get a single heal out your med-kit without running any add-ons.
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I'm not going to defend camping or tunnelling for most of the game because it stinks, but you have to understand that once the exit gates are powered it's time for somebody to die.
There's no tunnelling or camping in my book come the end game. I don't expect Killers to play nice when the gates are powered and you shouldn't either.
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@altruistic said:
People are going to realize really fast good survivors are still hard to catch without MFT.
Then they’ll will start a mob for the next perk to be changed they feel is unfair.
I am surprised it took this long to gut the perk.
Exactly. I've played against Survivors that had no perks (or one single yellow perk) and they still kicked my arse because everyone could loop effectively.
It's useless to potato Survivors like me, but the funny thing is I don't think the nerf will make a big difference to top level play. I'm sure high MMR Killers are going to LOVE seeing it all the time in those frustrating endurance builds. Top Survivors will still be able to get so much value from it.
Imagine how annoying it's going to be in a build with perks like Dead Hard, Mettle of Man, For the People and Buckle Up.
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For me, it's a double kick in the nuts. Not only is the perk now useless for my Survivor games, it also indirectly nerfs my two Killer mains!
Thanks to The Legion being one of the few Killers that this perk will always be very effective against, as well as also countering one of the few decent Trapper add-ons (the yellow one that puts Survivors in deep wound).
Lets not forget the addition of decent Killer haste perks like Rapid Brutality and recent buffs to other perks like Coup De Grace, Furtive Chase and Claustrophobia.
Presumably these were all added / buffed to stop Killers whinging about MFT for months.
Now that MFT's been gutted, will these perks be getting a nerf too?
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Another yes for Scooby Doo.
The Gingerdead Man.
Also Skeletor (the 80's movie version).
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575321#Comment_3575321
I understand. Well, maybe the devs release a new enduring perk with a future update. That could make it more useful for a more casual playstyle. But honestly, the way you describe it, you probably don´t get the most out of the current MfT anyway.
For example, i prefer to run SB over MfT. Because killers often break a chase, when i burst away. So i got more use out of SB than MfT.
Whats really annoying for killers, is the enduring effect after picking someone up. Something that wasn´t changed and will still annoy killers.
I did get some value out of it. I could risk staying injured more often to get Resilience value, then run early if the Killer came by. But obviously, that won't be a viable strat any longer with the changes.
Personally, I think a decent perk should be viable at all MMRs. Now it will be a perk that only the most skilled Survivors will be able to get any value from. Possibly even more value, now that it can be used alongside the exhaustion perks. Be careful what you wish for, I guess.
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To be honest, no recoil and a faster movement speed is exactly how I would have buffed him. I am a little worried it will make him a bit too strong, though. Going against a good Trickster is already a pretty oppressive experience.
No recoil should make him an easier Killer to play with a controller for sure, and a very welcome change. I do enjoy playing as Trickster from time to time because I love the character, but I can't say I've had much success with him (then again, I would be bad at ranged Killers even if I didn't play with a controller). I look forward to seeing if I can do a little better with him.
I'll be playing him more often, so I guess that's a yes from me.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575287#Comment_3575287
Its not useless. Just run it together with another exhaustion perk. You don´t have to choose between MfT and SB/Lithe. You can take both now.
I said it was useless to me. The only time I'm likely to be in deep wound is if I'm playing a Legion or the Killer is actively tunnelling / chasing me off hook. And if this is happening, I'm dead anyways and would rather go next. So yeah, an utterly useless perk for me now. Could be good in a tunnelling build I guess, but otherwise I will probably not use it again.
Besides, if I'm having to use a full tunnelling build because the MMR is putting me against hardcore tunnelling Killers that probably win all their games, then I'm not having a good time, matchmaking is broken and I'd rather just stop playing.
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Man that's sad. I liked this Perk, even though I still think the best exhaustion perks are way better than it.
MFT is now as useless as Spine Chill to me. I never had a problem with it, but I guess plenty of Killers will be glad to see it join the other 100 or so Survivor perks that nobody uses.
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Was the grade system really be any better, though? Genuinely would like to know because I didn't play before they added SBMMR. Do you think matchmaking should be totally random, or do you want a return of the old grade system?
I mean, with the old system wouldn't you get ultra sweaty games at the start of each season as everyone races back to the Iri ranks? And it would surely be worse for the lower ranks, because there would effectively be no MMR whatsoever for the first week or so of the season before players played enough to settle into their correct ranks.
I personally think it would be better to remove de-pipping from the current grade system (except as a DC punishment) to at least mitigate some of the sweatiness. Because right now you get a season that's bookended by sweaty games at the start (the race to Iri) and also at the end (for those players who still haven't played enough to hit the Iri grades). I think no de-pipping would mean most players should make it to an Iri grade without too much sweat.
Like, why go to the trouble of hiding rank from us but keep a grade system that still incentivises sweaty play? It makes no sense to me.
It does feel like MMR is absent from the game most of the time. It only took a handful of 4K games on my switch account to begin facing the level of Survivors I usually get on a 750+ hour Steam account. I guess maybe I passed a smurf check? I dunno. But lots of new Killers will suddenly hit a brick wall if that's a typical experience.
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I'm a new player, so I can't really contribute much. One thing I do kinda miss is hook grabs, though. I understand why they had to go, but there was something satisfying and funny about being able to go "Yoink, oh no you don't!" when a healthy Survivor went for a save.
I've watched older footage of the game and I do wish I'd experienced the spooky, gloomier vibes of the darker maps. I can still bring reagent offerings for the extra spooky but it's just not the same effect.
And I think I would have enjoyed hilariously broken things like old Self-Care stacking with We'll Make It for a speedy self heal right in the Killer's face. That must have been real suffering to face.
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Jeff's and Leon's are definitely the funniest to me. So intense!
Steve's too, but especially when you pull him out of a locker. Hilarious.
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As Killer, I need roughly 20 minutes of "fair play" to sacrifice all the Survivors. Ideally, that means giving everyone a chase, not going after recently unhooked survivors until they are healed up (or a few minutes have passed), giving weaker teams a reset or two and getting at least six hooks before making a sacrifice. Sometimes it's not possible to play like this if half the team is very good at hiding or way across the map, but I try.
I prefer Survivor games to be around this length as well. Basically, games should give enough opportunities for both sides to earn a decent amount of BP and get a tome challenge progressed. That's about 20 minutes for me.
10 minutes is too fast and usually a one sided stomp.
Over 30 minutes is too long. Games like this usually happen because the Killer is either too strong at holding a 3 gen, or a low tier Killer with no quick way to down Survivors (or both, like The Legion and Trapper. I've played quite a few matches like this). Then the match is mostly likely to be decided by which side is willing to give up first, which never feels great.
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I love that it's two games in one, each with dozens of different combinations and ways that you can play. It's also kind of insane how many horror legends have been added to the game over time. It's truly become a "museum of horror".
I do miss the feeling of fear that I used to get when I first started playing, though. They've faded for me now unfortunately, but while they lasted they were a better adrenaline rush than watching any horror movie.
Thankfully, It will never stop being fun to run at Survivors with a chainsaw as Bubba, or give players a fright with a well executed Michael Myers jump scare.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572335#Comment_3572335
How are they not the same? They're both the most efficient way of playing the way in almost any situation and also incredibly unfun for the other side. Like I don't understand why one is fine and just 'playing the game' and the other one isn't.
Also, don't use the term gaslighting in such a way, it waters down a very serious term.
They're not the same for the Survivor getting tunnelled out because it ends their game really early. Maybe it's just me, but I don't enjoy being back in the lobby in 5 minutes or less after touching a single gen for 30 seconds, with only a few thousand blood points to show for it. The Killer always gets to play the full game they queued up for, regardless of how the game ends. That's the difference.
I can't speak for all Survivors, but I "gen rush" as soon as the game begins because it may be the only chance I get to actually do something to contribute before I'm immediately tunnelled out.
I'm so glad I've finished collecting all my Halloween cosmetics. Now I can finally stop playing the game for a bit. I don't plan to be back until the event is over and every match isn't a total sweatfest.
I mean, I'll be back on Halloween to play a couple of scratched mirror Myers matches. But aside from that I'm taking a break because I'm not having much fun at the moment.
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Doesn't sound like the Killer was doing "good" to me. I mean, if your only likely kill of the game just got healed up at the exit gates, that's not my definition of doing good.
This event has been exhausting. Some nights nothing goes your way and you just want to throw in the towel. It happens.
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It's event time, so there are lots of newbies queuing up to play their first Killer games. I'm near %100 sure this bully squad loaded up the game with the sole intentions of torturing new Killers, but DC'd the moment they realised you weren't the soft target they were hoping for.
How do I know? Because this is exactly what happened to me when I first started playing DBD six months ago. Honestly, some of those first few games are among the worst experiences I've ever had playing this game.
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@Hex_Ignored said:
The counter to spirit is the same thing you need to be a pro spirit: a good headset. I agree, it's incredibly dumb to have a character that punishes you for making the foolish mistake of playing without a good headset but BHVR thinks it ok.
I think it's totally nuts to need headphones to play this game or you'll be at a disadvantage. Just seems like bad design to me. I'd understand it more if this was a game that had voice chat, but it doesn't.
Maybe it's the done thing to wear a headset while playing games these days and I just need to get with the times. I don't know.
Anyway, the only thing that kinda works for me is to crouch out of sight and don't move if you hear her phasing. But most of the time, against a Spirit I'm just dead and I accept my fate.
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@GoofyGooberRock said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569485#Comment_3569485
I usually do get value off of it when idk when don't actually die by the hook...?
like how many times do you die right by a hook?
Loads of times? There are hooks all over the map, especially so inside lots of loops.
I'm not good at this game, hence why I have an anti-tunnelling build equipped right now.
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I can't be the only one who thinks DS is a bit useless. I've never gotten any value out of it. If you're close enough to a hook, the skill check won't even have time to appear.
And let's be honest here, if you already know how to use Dead Hard effectively, you're not the one the Killer is going to be tunnelling. In terms of exhaustion perks, I think Sprint Burst is a better choice for an anti-tunnel build for most players. You can sprint away from the hook speedy fast. Or MFT, obviously. It won't deter all Killers, but some will definitely think twice if you have MFT.
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In my experience, the MMR system seems to work a little better outside of the big events. It's never great, but there's something about events and new chapter releases that makes the matchmaking go completely out of the window. Last night I had a game against two sweaty tunnelling Ghost Faces, followed up by a Nemi who decided to DC and played like they'd just bought the game. They weren't even doing that badly, they had a hook on each of us with one of us on death hook and 2 gens to go. I'm losing my will to play Survivor, tbh.
I think I'll probably spend the rest of the event being a chill Killer so I can collect the cool cosmetics I want, then come back in a week or two when the games are much less sweaty. Because I don't know where Killers I usually get matched with have disappeared to.
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Why would anyone want a ranked mode? Every game would be the same 4 or 5 Killers with the stinkiest play styles Vs the kinds of Survivors that scrape their faces against the walls at shack while looping you for an eternity. I might do a little better playing ranked as Killer, but my Survivor games would be over in less than a couple of minutes. Might get kinda boring and samey without the variation of different perk loadouts. No thanks, you can count me out.
Besides, I don't think there are enough competitive players to support a ranked mode. Wait times would be so excruciatingly long, all the sweats would be forced to join the unranked queues anyway, just to get into a game. So it would do nothing to solve the current issues that come from mixing the competitive crowd in with the more casual players.
But since you asked, I guess only brown add-ons and items allowed. Players can equip tier 1 general perks only, no unique perks. But no offerings of any kind.
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For me it's the Demogorgon. Really evokes the best of the 1980's synth horror themes for me. The Trickster's is a close second for similar reasons. Sadako has an extra creepy terror radius as well.
It's a rare treat to face a Demo :(
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It's undeniably one of the best perks in the game. Especially for more casual players who don't have the time nor the inclination to learn where the pallets spawn on every map. Anytime I run it it makes me a better looper.
But I usually don't. Seeing those stupid yellow auras all over the place really kills my immersion. I'd rather run right past a pallet and get downed than have WoO killing all the spooky vibes in my horror game.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568472#Comment_3568472
The thing is that DBD of today is a far cry from the DBD two years ago, and not for the better, as we all know.
Yeah, hard-core tunneling at 5 gens ain't much fun for the killer, but it's way more fun then the alternative: getting a sub 4min game because the survivors slammed gens like there is no tomorrow.
BHVR will likely never acknowledge this, but the introduction of SBMM and the MMR system killed old DBD. It introduced a kind of sweat and competitive into the game that was unheared of before and it never stopped since.
Someone commented on their 10ys old nice getting a 4k or @Nazzzak 6ys old getting a 1k. I think this is adorable and they are definitely very bright and precious kids, but there is no way in hell that they would have gotten any kind of success in he games I had to endure of late; at least not on my main, eith whom I maintain somewhat of a 75-80% win rate.
Yeah, MMR ain't working probably, but with Pyramidhead I am matched with hard-core SWFs way more then with anyone else and it really shows. Without tunneling these games would be over in sheer minutes, everyone sticks to their gens like glue and mercilessly hugs then like their live depends on it, and even a very quick first chase and down with lethal won't give me so much as a 1s respite. I either press that advantage or let 3 gens pip in unison. And I am kinda trapped in that playstyle: Pyramidhead is my main and the killer I usually use to climb grades, but that also means that 8/10 games are extremely sweaty, every know and then the game throws a group of potatoes at my feet and I have no means go detect this, until I am suddenly at my 5th hook at 4 gens remaining.
Then I might slow down, but for most of he time I am stuck in mostly high pressure games with him, and that's a direct correlation of MMR and SBMM. What could I do differently? Purposefully lose my next 20 games to drop out? And what then? If the game matches me against casual players I would eat them up once I started playing serious again.
MMR is somewhat doing its job, but by doing so it has transformed DBD from a goofy fun party game onto a Sloppy, unbalanced, competitive nightmare held together by curses, toxicity and balance bandaids. The players long ago optimised the fun out of the game, so both sides know that tunneling and gens before friends is dbd way to success. And you can't make he community unlearn this tactics. You can only change the game and its rules.
I don't know about anyone else, but it's immediately very obvious to me whenever I'm facing weaker teams. Just by the way they run when chased or the fact that they've already blown up a gen 3 times in the first two minutes. When I get teams like this, I give them a couple of resets to heal up and maybe a free gen or two, then I let the last Survivor go. I also run perks like Lightborn that will give me no value against the less experienced teams. That way, I'm playing with one less perk and it's a little bit fairer for them.
(I always run this perk anyway, because I don't know if that P1 default Meg with a flashy just installed the game or if she's a smurfing P100 toxic Nea main who's gonna try to blind me three times at every pallet)
The other day, I had a Bubba who slugged three of us in less than 5 minutes. Three were on the hook, so I go in for an obviously doomed rescue attempt. Managed to save one from the hook, rushed to save another but quickly got downed. When I could see the Survivor I rescued crouching in terror instead of rescuing the others, totally oblivious to the possibility of a BBQ & Chilli reading, I knew it was all over.
I have no idea if the Killer had any fun in that game, but I know I didn't. But I think anyone who plays this way has kinda waved the right to complain about 2 gens popping before the first Survivor is on a hook. I think Killers should be mindful that the majority of Survivors they face probably don't escape very often. So if I ever get matched with a "gen rush" team, you can bet I'll be rushing the gens too, because it's usually pretty rare for me to be matched with such efficient survivors.
Personally, if the gens are popping too quickly, then I try to find a 3 gen to defend. With certain Killers like Bubba, I'll also bring some end game perks. It doesn't always work, but it might give me a fighting chance to make a late come back. When I first started playing, I'd give up on games like these but not so much these days. It took me a while to realise that if the Killer can force a 3 gen, they're in the stronger position as the match goes on.
I do agree on one thing, though. When played competitively, this game can be the opposite of fun. If you're at an MMR where every game is a sweat fest, then you have my sympathies.
I just want to do the event stuff, release some haunts and warp around the map through the void. I don't think that's too much to ask.
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My entire Survivor build on PC is dedicated to anti-tunnelling right now (Off The Record + Borrowed Time + We'll Make It + Made For This). On Switch I don't have all of those perks, so I've had to go full stealth. If they can't find me, they can't tunnel me.
It definitely feels like most Killers are using every dirty trick in the book to finish their games at light speed (slugging, camping, tunnelling, all at 5 gens). Do they actually have fun playing this way?
And nearly every Survivor in my Killer and Survivor matches has had players that cannot resist doing victory teabags at the gates. Why is it like this every event?
For the record, I'm not saying I'm a saint. The gloves will come off if Survivors go out of their way annoy me. And sometimes I can't resist a few teabags before I'm about to die and want to let the Killer know I disapprove of their play style. But it's not typical. When I start playing this way, I know it's time to call it a night.
I just wish players would approach the event with a more of a chill vibe.
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Maybe offerings should only slightly increase the odds of getting the map you want (by 12%, say)?
Or they could remove offerings altogether and do something similar to Mario Kart, were all players chose a preferred realm (or pick a random option) and then the Entity will decide. Would still be easy to abuse by 3 or 4 SWFs choosing the same realm, but at least the Killer might have a chance of getting the offering rejected. It would still be better than the current system, where there's never enough Sacrificial wards to burn.
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Oh boy, some of the people playing right now...
Last night, I had a rough game as Trapper with barely any hooks (one of many). Nothing unusual there. But anyway, they open a gate and end game collapse begins and I'm nowhere near it, so I decide to spend the remaining time collecting orbs and smashing pumpkins to farm more void energy.
After a little while I see Dwight and Meg have crossed the map to come over and teabag me! I've honestly never seen this before. That's some effort to go to BM the Killer. So I chase the Dwight, down him and put him on a hook. Turned my back to smash a pumpkin and he's already off the hook and all four are running to the gates. I realise I can't catch up, so I stop.
A few seconds later, I hear screams and see two Survivors sacrificed to the Entity right before the exit line! Sadly it wasn't Dwight and Meg, but it still felt pretty satisfying (in hindsight, I should have carried Dwight as far away from the gate as possible and the Entity might have claimed all 4).
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I swear that being stealthy is such an underrated way to play. Especially if everyone on the team is being stealthy it's a nightmare!
I had a game not so long ago with Legion where I barely saw any survivors at all. It was as if a gang of invisible ninjas were sneaking about completing all the gens. On big maps it can be a very effective strategy.
I sometimes have a harder time against these kinds of players compared to the ones that like to loop and get right in your face. Mostly because I hardly ever run aura perks and prefer to patrol gens or get my info from my Killer power.
With the event, could also be a lot of new players or returning casuals playing because it's Halloween. It doesn't take a genius to figure out that it's very, very bad to get caught by the killer when you hardly know the maps and can barely loop at all. So running early and stealthing about the map is the next best option.
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Not seen one for a little while. But DBD can be like that sometimes. You might not see a killer for ages until the entity decides to give you half a dozen to face in the same week.
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I hardly ever 4K as Killer anymore. Not unless the team went out of their way to irritate me, anyway. Knowing that I could 4K but chose not to is a good enough win condition for me these days.
Honestly, stop doing this to yourselves. The only reward for a 4K is for the MMR system to match you with more sweats. But if that's you're thing, then 4K away I guess.
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I'm loving the cosmetics and charms, they are absolutely top tier. And I'm sure I'd like the event too, if only I could match with Killers that aren't trying for the world record for the fastest 4K at 5 gens. I'm not making enough void energy to make it worthwhile heading in there in most of my games. Plus, my brain kinda leaves town anytime I have new event mechanics to learn, so that's not helping much either. It looks like I'll be earning most of my cosmetics in my Killer games again, I guess.
My killer games have been a better experience, though. I'm facing tougher opposition than usual, so a lot of 0-2K games. Still, it's been fun. But you know what I like the most? Now I can head into the void to farm extra BP and release some haunts during the end game collapse. Sorry Survivors, but I'm far too busy to come to the gate for my customary teabags goodbye.
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BHVR need to turn sacrificial wards into brown offerings. It's honestly my number 1 most wanted quality of life improvement.
I would burn one pretty much every game because I hate map offerings with a passion. No mercy or hatch escapes for any Survivor that brings one into my games.
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From my (very limited) understanding, distance from the nearest server also comes into play, right? And I don't think players should be punished if they happen to live relatively far away from the nearest available server. Especially if the region covers a lot of distance.
There's no perfect solution. I just figure if I'm within the Killer's read stain, then I'm in hitting distance and play with that knowledge in mind.
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Yeah, my poor Switch is really struggling. A shame really, because the game was running fairly well after the previous update. Only the Nostromo had serious frame rate issues. The rest of the maps were more or less fine performance wise.
That said, I think the only time I've seen DBD run near flawlessly was when the game textures failed to load in on RPD. It may have looked like a PS1 game but the frame rate was buttery smooth.
Survivor is still kinda playable but Killer is so bad I've had to become a Trapper main on Switch for the duration of the event. Because the only way I'm catching anyone right now is if they step in a trap!
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I think I saw an interview with one of the lead Devs where they said something to the effect that they've discussed the technicalities of implementing cross progression but said nothing else beyond that.
Reading between the lines, I took that to mean yes we could do it, but there's some other reason we can't talk about for why it's not happening. But this is just a hunch.