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tjt85

tjt85

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tjt85
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  • Now I'm a little more experienced, I do find Survivor to be the more chill role but it wasn't always that way when I first started playing. Playing survivor was a truly terrifying experience and I do miss that feeling. I still get that adrenaline rush, but the fear is mostly gone unless I'm facing a stealth Killer like Myers.

    Killer on the other hand... I'm a competitive person by nature, so I definitely get where you're coming form. The fear of being made to feel ridiculous for daring to queue up for a Killer game is real. It can feel like some survivors are going out of their way to disrespect you. But that's what they want. They want you feeling frustrated, so mistake follows mistake and before you know it the gates are powered. They want you to be rattled. But I think experience will eventually numb you to their efforts and they won't be able to rile you up anymore. If you can keep your cool, you can call that a win even if the match is ultimately lost.

    Sometimes there's a tactical reason for the teabagging and goading. They might be trying to draw you away from a group of gens ready to pop or a weaker looper. Eventually you'll learn not to fall for it. Sometimes it's fun to take chase even if you know it's the wrong decision, just to see what they're really made of.

    Of course, you still might not win and you have to be fine with that before you queue up. Take the loss, clear your head and focus for the next match. Or take a break to chill for a little while if you can't shake the bad feelings.

    Personally, I like to take Lightborn and Iron Grasp into every trail so I can hook my downed survivors in peace (and usually get some free hits in too). Lightborn is always good for a laugh if they don't realise you have it as you rush towards them. These teams rarely have a plan B for when their sabo plays and flashy saves just don't work. I never worry about facing survivors like this anymore.

  • One of my least favourite aspects of the game, if I'm honest. Would rather leave it up to the Entity. I resent spending BP on map offerings that I know I'll never use and a lot of maps that I don't particularly enjoy in either my survivor or killer games are the ones I see most because they're generally considered to be "survivor sided" maps. It's good to have the option to bring an offering for The Game when I have a pallet smashing challenge, though.

    I don't think they should be removed entirely, but I would make the Sacrificial Ward a brown offering so that map offerings can be countered more frequently. Feels bad to waste a ward only to find there's no offering in play.

  • Would it not take quite a few games with the Xeno to get them up to the very top MMR, though? Maybe not many players have reached that level with the Xeno yet (or else they have other mains that get them more consistent results)? Given how wildly inconsistent the MMR usually is, I'm not sure I fully understand how it really works.

    I do know this for sure, it must suck to be really good at this game. I'd stop playing if all I ever faced were the same 3 or 4 killers every game. Thankfully I'm not very good, so I still get a pretty wide variety of Killers in my survivor games.

  • I don't think Legion really needs a buff right now to be honest. And I have to strongly disagree with removing their ability to vault. Vaulting is the single best thing about The Legion! Hell, I'll go in and out of Frenzy just to vault after survivors because it's fun, even though the fatigue makes it a terrible way to chase.

    If anything, I would buff their out of power vaulting ability so they have a weaker base-kit version of Superior Anatomy and can vault through windows a little quicker. Just to buff their chase potential a little more. I'd also make the fourth Frenzy hit be the one that downs the last Survivor (rather than the current 5) and increase the default Frenzy duration by 2 seconds, so I don't need to run Mischief List every game. These changes might be too strong, though. I dunno.

    They still have the ability to absolutely annihilate the average Solo Q lobby. I don't have any trouble winning the majority of my Killer games with them and I don't even use a meta build (Two perk slots are for Iron Grasp and Lightborn, ready for any flashlight / sabo / boil over squads). Of course, I still lose plenty of games and they are relatively easy to counter for a dedicated and experienced SWF. But then again, if I really cared about getting a 4K every game then I'd be a Nurse or Blight main.

  • I got the exact same error playing on Switch earlier, so it doesn't seem to be platform specific (I was playing killer). Never happened to me before today.

  • It does feel very much improved. It's definitely smoother. I'd say the Survivor experience doesn't feel a million miles away from playing on my PC now. I hope BHVR can keep up the good work for future patches.

    I still whiff about 5 times before hitting anyone when I'm playing killer, though. But I guess we can't have everything!

    By the way, does anyone have any killer recommendations for playing on Switch? My Legion games are feeling pretty rough compared to when I play on my PC. Which ones would you say are the most viable? I'm thinking maybe set up killers like Trapper or Hag could be good (she's a killer I've not tried out yet).

    With Trapper, it can be difficult to know where best to place traps though, because the grass is kinda sparse on the Switch maps.

  • To play as:

    The Legion.

    They speak to my inner angry teenager and I love their grungy 90's aesthetic (which is my kinda era of music). I like that there are four of them, each with their own styles and personalities.

    I will never, ever get bored with their top tier chase theme (especially with Julie's and Susie's Mixtape add-ons).

    And their power is just inherently fun to use. It's such a blast to be charging after survivors at supersonic speeds, vaulting pallets and windows just like they do. Even when I'm losing, I'm still having fun. It's also really satisfying to land a rare 5th hit feral frenzy down.

    They're very versatile killers, able to use most killer perks very effectively. So it's fun to experiment with new perk loadouts.

    To face as Survivor:

    An extra spooky Myers playing mostly for scares.

    One that stays at Tier 1 for as long as possible or runs the mirror add-ons and aims for the biggest jump scares. I love Myers players that try their best to really be Michael Myers. As if they're trying to create their own mini Halloween movie with us all.

    One of my favourite Survivor games ever was against a Myers in Midwich Elementary School. He genuinely scared the hell out of me at least 3 times in that match. So tense! It was so much fun (and if you're wondering, yes he did kill us all).

  • Never had any trouble closing the hatch in the majority of my Killer games, personally. More often than not I go looking for the hatch to power the gates just so I'm not bored silly waiting for the last survivor to find it. If I find the hatch first, it's practically a guaranteed kill. Very few survivors run Left Behind or Sole Survivor and if they do, that's good news for you anyway, because they're probably not going to be team players and they won't be on gens or doing heals / saves.

    I honestly don't see what the problem is. Besides, there's loads of unfair and unfun stuff in this game that's way, way worse than the hatch. I'd prefer to see BHVR work on a real solution to Killers tunnelling off hook, for example.

  • Can't use a flashlight in my Survivor games and I'm too embarrassed to try at this point.

    Lightborn is in all of my Killer builds.

    So nothing at all has changed for me.

  • As Killer, I don't like to bring sweaty builds or rely too much on what I consider to be unfair tactics (tunnelling off hook is something I will never do, but I'm not above camping and slugging if it's the right play at the right time).

    I still aim to play competitively, but I bring the sweat with my game play not with my perks. This way, I give weaker opposition a chance to put up a fight and against a gen rush squad, I can give myself a pat on the back for only getting 3 hooks in a trail while running barely any slowdown / META perks. Against strong opposition, I might also try to shrink the map to 4 or 5 gens to force a potential 3 gen scenario. Yes I'll probably still lose, but not without extracting a high price and maybe a kill or three.

    The reality is, I hardly think it matters what I bring to the trial. Close matches are pretty rare since the SBMMR system is... questionable. I'm sure I could beat some survivor teams perkless and strong survivors feel like they could beat me no matter what sweaty build I use. Trouble is, there's no way to really know what you're going up against before a trial.

    I tend to play survivor a little bit more chill. When the sweaty Killers come out to play, that's when I switch to Killer (to, uh... Be a sweaty killer, I guess). I still play kinda sweaty, though. Because it's a rush to get as much done as possible before the Killer gets someone out of the game and the opportunities to pip / safety pip begin to dry up. That said, I sweat less simply because I expect to lose most of my games as a Survivor. Instead, my goals are smaller; completing tomes, doing the most gens, stunning the killer or escaping a chase etc. I rarely escape from a semi competent or cheesing Killer unless the other Survivors in the trial are better players than I am.

    Let's be honest with ourselves, we all sweat to a certain degree. We wouldn't be playing a PvP game if we didn't at least enjoy winning from time to time. Though I'd like to think a lot of Killers use underhanded and dirty tactics to win because they think every team they face will be a comp team on comms, I know that's probably not the case. The same goes for those survivor teams that won't let you get a single solitary pity hook. Fair means or foul, keeping the win steak going is all that matters to these players.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538156#Comment_3538156

    I didn't say it robs them of the win, it does rob them of the kill though and any BP, emblem points, or achievements/challenges that would come with it.

    It's not about being competitive or not. It's about it being unfair and/or undermining the killer doing well.

    It's only purpose is to give the survivor a chance to get out for essentially free, just because the killer won before they could, because otherwise they would potentially hold the game hostage by hiding forever. Then it also activates the gates for the survivor if the killer finds it first giving the survivor another 3rd chance to get out after they lost at their 2nd chance.

    It's a heavily survivor biased mechanic that punishes the killer just for doing well. At least give the killer an equivalent to even it out if you won't remove/replace it. Once the 3rd survivor leaves there's nothing stopping the 4th to give the killer a 2nd or 3rd chance.

    If it still gave the appropriate pay out it would at least be better. As is now I don't think there's any way to argue it doesn't rob the killer of things they would reasonably otherwise have gotten.

    I don't really see it as a "free" escape. The killer has the speed advantage, so you have to be very lucky with the hatch spawn and skillful enough to evade the killer in order to make a successful escape. The chances of escaping are still very low.

    Besides, it's a fun consolation prize to play on for. If a survivor is dead at 5-3 gens, the game is essentially over and the rest of the team are just playing for BP, safety pips and hatch at that point. DBD isn't chess. It doesn't give you the option to resign an obviously lost game. So without the possibility for a hatch escape, there wouldn't be all that much point in continuing for a lot of players.

  • I love the hatch mechanic. Some of the most tense and heart pounding moments I've had in this game have been hatch escapes. I've had lots of fun and unbelievably lucky last moment escapes.

    It's always sad to see a killer slug the second to last survivor to deny it spawning. Killjoys.

    It's always easier to hear the hatch before you see it. That's how I usually find it anyway. You don't really need a perk to find it.

  • I might sometimes dodge because I assume they won't want to play with a low prestige survivor anyway (I have lots of P1-P3 survivors, but my highest is only 8). I've had entire lobbies clear out on me before, so I figure I should be the one to bounce first.

    I also worry that if the killer sees high prestige survivors in the lobby, they'll be playing extra sweaty. Because I think the same way when I see a P100 or two as killer and I prepare myself for a hard time (because they're often cocky and toxic with it too).

    I also get the impression I'm just there to make up the numbers in a lot of lobbies and I'm going to get immediately tunnelled out by the killer at record speed.

    The sooner they hide prestige in the lobbies, the better. Give the MMR a chance to do its thing.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536827#Comment_3536827

    There is always risk I get gen rushed just playing normally and depipping so you just can't do that if you want to reach red grade if depip was removed then I could do that. I made that mistake already twice in a row and lost all my pips. The survivors I mostly face you don't win playing normally not even safety pip.

    I hear you. I hope BHVR removes de-pipping for everything except DCing one day soon. The grade system needs a rethink because in its present state, all it does is rub salt in the wound after a bad loss. DBD can't decide if it wants to be a fun party game or an ultra competitive sweatfest and so ultimately satisfies neither.

    Once you reach the iri ranks, you can kinda cheese the system a little by playing killers that you don't play very often to hopefully get weaker survivors to face (assuming MMR is actually working as it should. This doesn't always work). Or maybe play at times when you know the sweatier survivors are less likely to be playing.

    Like I said, I hit Iri 1 only once and once is more than enough times for me. When the games get too sweaty these days, I log off for the night.

  • I recently bought the Switch version myself (I play mostly on PC). It's a more playable survivor experience than it is a killer one, but oh boy does it have some shortcomings. It definitely puts you at a disadvantage compared to players on the other platforms.

    I had kinda hoped the Switch would be my "chill" version of DBD, but I still get the same skill levels of survivors and killers despite having only about 30+ hours on the platform. You just have to accept that DBD on Switch is harder than all the other versions, so don't feel too bad.

    I'm pretty terrible at looping too. My main strat is to do a gen by a window or a pallet, Lithe away, breaking line of sight if I can and hope they don't want to chase me. And it will never stop being funny to run to shack and make the killer drop chase because they think I can actually loop it.

    I personally think the stealthy style of play is often overlooked by a lot of survivors. Lots of players think you need to play like a flashy Twitch streamer but you really don't. If the killer can't find you, then you don't need to know how to loop. When I play this way I aim to be stealthy but productive. Plus, it can feel just as good to hide right under the killer's nose as it does to win a chase.

    Will be a harder play style to pull off with that yellow raincoat of his, though...

    Like others have said, try to make smart plays and contribute to the team by running team perks (Botany, Kindred, We'll Make it). I don't really care if we escape or not as long as we're all trying our best.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536347#Comment_3536347

    That's why take your time once you get someone out. If the match end up too much of blowout then you can keep injuring and downing people to secure pip.

    Or just play a normal match until you need to get someone out of the game?

    With respect, I tend to hate these kinds of games as survivor. When it's obviously a no win situation, yet the killer refuses to hook me, then clearly they're just farming / toying with me and I'd rather just collect my BP and go next.

    I might have been guilty of doing this myself at times. I've kept survivors in games for longer than I maybe should have. Mostly to give them extra chances to earn some BP (and with Legion it's fun to try for lots of 5th hit downs), but maybe that's more cruel than it is kind sometimes.

  • It's pretty easy to pip as killer in my experience. I'm pretty sure I've double pipped on lots of "lost" games with my Legion. To be fair, they're one of the best killers to use for maxing out every category except Sacrifice (and this does get a lot more difficult to achieve as you reach the iri ranks).

    The system kinda punishes if you end the match way too early. Once, I had the opportunity to end a game quickly by putting everyone in the basement (they were all doing the same gen on top of the basement at shack). So that's what I did and I actually de-pipped in that game.

    That's when I was sweating to get to Iri for the first time, though. I never sweat to get to Iri on killer anymore. Been there and done that.

  • I think the Xeno has broken the MMR system since it was released. I'm facing top tier killers that I usually never see (with full Meta builds and iri or purple add ons). Even the lower tier killers that I've faced are running their strongest possible load outs.

    One killer even asked if Self Care was still in the game and asked if it was still viable. Yes my friend, Self Care is indeed still in the game (and at your MMR, no it's probably not). Imagine never seeing Self Care in a survivor build? I see it all the time!

    Meanwhile, my survivor lobbies are around about my skill level. I've not escaped once today. Where did all the top MMR survivors go? Are they all playing Starfield or Texas Chainsaw Massacre or something? A popular / strong new killer's probably brought a lot of experienced killer players back to the game too.

    It'll probably go back to normal in a couple of weeks, though. The only thing I really didn't enjoy recently was the change to vaulting (which they've mostly fixed). I didn't hit a single survivor through a window before that got patched.

    Otherwise, it's more or less the same as it was when I started playing half a year ago. I don't think meta shifts affect lower MMR players all that much (I wasn't there for it, but I can imagine the healing nerf noticeably made the game much, much harder for a lot of solo survivor players).

    I'm still hopelessly addicted to the game. Send help / out of 10?

    (edited because I got the name of Self Care wrong).

  • If it makes you feel any better, I'm also struggling to do well with this killer. It doesn't help that most survivors I face are already fed up with it and give up immediately, which doesn't feel great. Or the turrets keep knocking me out of my power and they get an easy 4 out without much trouble.

    I think the secret to being successful is learning how to use the tail effectively. So I 'm focusing on improving with it and forgetting about trying to win for now.

    I'm sure you already know this, but if you have a Killer that you're fairly proficient with, this will pull the match making ranking for all your other killers up with it. So there's a chance you're getting survivors you would normally face with your very best killers. For this reason, I always get destroyed for quite a few games whenever I'm trying out a new killer.

  • Silly reasons: I'm not a huge fan of his terror radius music. And his radius is so huge you pretty much hear it all game. His run cycle is kinda goofy (but not in a funny way like Wraith's).

    More sensible reasons: Collision detection and hit boxes can be a bit funky. The way his Virulent Bound just needs to hit a single pixel for him to slam you into just about any ridiculous thing. The Iri add on that lets him start the game with everyone infected is pretty obnoxious too. I know we're in for a sweaty time if he's running that one.

    It also annoys me that he's got a vaulting power that's arguably better than the The Legion's. That's meant to be our thing!

    That said, I don't face him very often so he's not really up there among my most hated killers.

  • If it's been a totally one sided game, it never feels good to hear a gg from the winning side. So I don't tend to say it in those cases. But if it's been a fun, close fought game that could have gone either way or another player in the trial was nice or really impressed me, I think it's always worth leaving at least a gg wp in the chat. I hope that's always taken to be genuine respect.

    Most of the time I keep the chat closed tho. Partly to prevent myself from saying something negative after a really annoying game (I can't say this always works) and partly to avoid any toxic chat from a gloating winner or salty loser.

  • This is just a bug fix, isn't it?

    I've been using it a lot and it's a really, really strong stealth perk, so I think it's totally fair that it's not active while you're walking. Besides, walking about is pretty stealthy anyway.

  • My survivor games have pretty much gone back to normal now. Obviously I'm still seeing the Xeno a lot (which is to be expected), but it's not every game now. Lots of killers have gone back to their mains it seems. I guess a lot of players overdosed on the Alien on release day.

  • It's funny you should say that, because I've faced more Weskers in the last few days than I usually do. I've been facing a lot of strong killers actually, tbh. Which is odd, because I've lost 30+ games against the Xeno and there's no way my ranking isn't absolute rock bottom right now.

    Perhaps the Xeno release / constant 100% BP Survivor bonus has really screwed up the MMR system and the game is just dumping survivors into any old lobby now.

    Anyway, I couldn't agree more. Wesker is one of my least favourite killers to face and I'm thankful that I don't face him very often. I mean yeah, the Xeno is very strong and you'll probably get turbo stomped on. But at least the Alien is usually fun to verse.

  • Personally, I think it's more of an indication of skill than some players think. I know I'll never get to Iri 1 survivor (4 is my limit) and I had to sweat really hard to get to Iri 1 with killer (as well as cheese the system by playing killers I don't use very often. I'm never sweating that hard ever again).

    Nobody can see it except you, so nobody will ever know if you're at Iri 1 or not anyway. So why sweat to get there? To me it's more a source of frustration than anything else. The amount of times I've made it to 4 pips at the Gold ranks only to lose them all in the next 4 games... Not fun. Getting de-pipped for anything other than a DC shoudn't be a thing.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532613#Comment_3532613

    I'd say that's a pretty extreme stretch, personally. You might as well argue that any info perk is overpowered because it'd help a killer chase a recently unhooked survivor, or that something like Enduring/Spirit Fury would be too.

    Sometimes perks have unintended purposes. Killer powers too, for that matter (hence why Bubba is such a camping machine). I know I'd run it if I were a tunneler. It's very effective for that killer playstyle.

    Obviously I'm not going to change your mind.

    I think a lot of the enjoyment to be had playing DBD relies heavily on players being good sports to each other. If every killer played like the killers I faced today, I'd simply stop playing the game. But I know they don't, so I'll keep playing (but maybe not at the weekend).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532583#Comment_3532583

    How does Lethal improve tunnelling? I'm really curious what you mean by that.

    I disagree with Sloppy too, to be clear, but I see what you mean by that one at least.

    It helps you find survivors right from the start of the game. So zero time is wasted looking for survivors and the killer can get straight into tunnelling someone out of the game as quickly and efficiently as possible (preferably before a single gen's been popped). That's been my experience, anyway. Most hard tunnelling killers seem to run it.

  • I think Lethal Pursuer and Sloppy Butcher are borderline unfair perks to face in Solo Q, but I guess they're probably fine against a SWF on comms (I say "probably" because I only play Solo Q).

    Sloppy because getting healed is super unreliable for Solo Q players. Just interrupt every heal with Nurse's Calling and you're basically playing an instadown killer for the rest of the game. Easy wins all day long.

    Lethal because it makes tunnelling an even easier and brainless strat than it already is.

    Edit:

    Hex: Devour Hope is a perk that I never like to face either. I don't know if it's overpowered as such, it just feels like the opposite of fun to me, especially when it stays up all game.

  • It has cooled down a lot since release day. Still getting plenty of Xenos but also a bit more killer variety.

    I'm itching to play more Xeno games myself, but I'm very conscious of how many I've already faced in my survivor games. I don't want players to be sick of seeing it on day 2. So I did play a few other killers tonight before trying out the Xeno again for a game or two.

    I've not won a game with this killer so far. Just don't have a feel for how the tail really works yet.

  • If the killer is one I don't enjoy facing at the best of times (Ghost Face, Pinhead or a Tombstone Myers), then I probably won't try very hard. I will do just about enough not to de-pip and then I don't really care what happens.

    But it really depends on my mood and how long I've been playing for. If it's at the end of a long and frustrating session, I'm more likely to DC rather than let the killer take me out of the game early. But if I've just started, I'll try harder and maybe hope I can get hatch or a gate escape.

  • I really hope this change is implemented, though it wasn't the case when I was playing yesterday. I think it will be very healthy for the game. I've had entire lobbies dodge me more than once for being low prestige, even though if I'd spent all my BP on one character, I'd have at least one P50+ survivor by now. Maybe it was having anonymous mode on that made the players dodge, I don't know...

    In any case, the match making system is obviously going to struggle to work well if players keep dodging lobbies the way that they do.

  • Is it just me or is the Xeno tail kinda difficult to use if you play with a controller? (Even though I play on PC, I'm just not a mouse and keyboard gamer). I think it is, because I could hit barely anyone with it. Felt a lot like my Trickster and Huntress games, to be honest. Lots of misses and not a lot of hits.

    But with accuracy and skill, feels like the Xeno could be the second best ranged killer after the Huntress (albeit as a very short ranged killer like the Trickster). In some situations possibly even better than Huntress, since you're a full speed killer with no lullaby and the option for quick basic attacks.

    I'm treating them like a ranged killer anyway. A good Trickster and Huntress feel like they have no real counter play either. If they are accurate, you're just dead and that's that.

    So just hope you get more console Xenos and less PC ones, I guess?

  • I don't think we can expect prices never to increase for new chapters. That said, I'm a newer player so I don't know when the last price increase was. But £10 for the Alien chapter is well worth it for me because it's a huge franchise that I've enjoyed for decades. Compared to the price for Nic Cage, it looks like a bargain.

    I doubt I'll ever play the same for the Resident Evil chapters though, even if they come with an extra survivor. I have every other licensed chapter (besides Silent Hill) but I just don't care enough about these series to spend the money. I guess at the end of the day, if it's something that players really want, they'll be prepared to pay for it.

  • Unless you can set up a string of them, the turrets feel pretty useless to be honest. They don't even work well as a warning system, if the Xeno comes up from a tunnel. And I think they may even be impossible to place on certain maps. I tried to put one on the balcony of the Dead Dog Saloon but the game just wouldn't let me. Is that meant to be the case?

    So far, they feel super strong to face. I think my escape rate is something like less than 10%. They feel like one of those "Oh, I guess I'll just die then" killers. Maybe it's a bit too soon to put the Xeno alongside Nurse, Blight, Spirit and Wesker, but so far I think it's up there.

    If I barely see it again after the next two weeks but people are still complaining about it needing a nerf, then I'll have an idea for how strong it is because just like those other strong killers, it'll be way out of my MMR and I'll be back to facing Ghost face every other game.

  • Events and new chapter releases are kinda the worst times to play in my experience.Tends to bring out the worst of the community. The sweatiest tunnelling / camping killers destroying SoloQ teams at 5 gens like they're playing comp.

    Cuts both ways too. Had some tea bagging survivors who BM'd me for no reason (didn't tunnel or camp). I was running zero perks or add-ons and it was my first Xeno match ever.

    So I guess I'll look forward to escaping 1 in 10 games and never winning a single killer match for the next two weeks...

  • I play a variety of killers, so I already feel fairly experienced (with M1 killers particularly and how their powers work). That's not the issue here. Bubba, Plague, The Twins, Myers, Sadako, Pig, Trickster and Trapper are all killers that I've played a fair amount of and enjoy from time to time. And I've played others like Huntress and Wraith if and when I get a Daily. I have 4k'd with all of these killers.

    But I usually enjoy playing the Legion regardless of how the match turns out, because their power is inherently fun to use. If I get destroyed and the survivors insist on waiting forever at the gates to teabag, I just practice vaulting around loops with my frenzy.

    I guess what I'm trying to say is that when a 100% BP incentive is in effect, there is no matchmaking going on. Which means that for pretty much the whole day, this game has no SBMM. So games are going to be horrible for one side or the other. With that in mind, there has to be something to keep people playing and a BP bonus just isn't doing it for me anymore.

  • Leaving aside the potential for toxicity and language barriers (for those of us on the EU / Asia Servers), I think they would have to drastically change the game to a co-op killers vs survivors set up, so that both teams could co-ordinate. Giving every survivor team the ability to SWF on comms would be too strong and drop kill rates through the floor. And it would nerf Stealth killers into oblivion. The game just isn't balanced for either side to have a complete knowledge of the game's state of play.

  • I only started playing early this year, so there are many awesome charms that I'm sorry to have missed out on. I really wish BHVR would start selling charm collections in the shop for iri or cells. I really don't understand why they don't.

  • @[Deleted User] said:

    I don't think it has much to do with killer feeling too difficult to play. People like to play games with their friends in the evening and survivor is the only role that allows them to do so. Killer usually feels a lot easier to me when the role bonus is at 100%. It feels like matchmaking is turned off and I get survivors who barely do 2 gens.

    If you're an average killer as you say, then yes, some games are going to feel too difficult. But that's not an issue with the killer role. There are very few games that are genuinely unwinnable when you're on equal footing skill-wise with the survivors.

    Yeah, matchmaking is turned off at these times. That's the problem. Sometimes I'm getting lobbies with everyone dead at 5 gens in under 10 minutes and I could've easily won playing perkless. Or I'm getting lobbies that some P100 Blight dodged and everyone on the team can loop for days or disappear into the fog like stealth gods. But rarely do I face a fair fight. Nowhere to Hide is good against the last type of survivor, but there's little you can do if everyone can loop really well.

    Thematically, Legion should have a great chase power and yet they don't. It's quite easy to counter their power if you know what to do. Spread out and avoid their terror radius in frenzy and if they do hit you, get out of the radius before you mend to deny the 5th hit. Easy. Turns the Legion into a Trapper with no traps. That said, it's true that most survivors have no clue how to play against a Legion.

    @thisislastyearsmodel said:

    I can give you a good Legion build if you're interested. I've been having great fun with it:

    Enduring, Jolt, Ruin, Surveillance. Run this with the Iridescent button and the yellow mixtape that resets your power once you get stunned. Swing through every pallet and you can instantly break them (or get in a frenzy hit if they don't drop it) and either go for somebody else or chase the person you hit first if nobody else is around.

    If you want a really sweaty build, replace Enduring with Pain Res. Enduring isn't always going to do much for you, but the slowdown from mending and the fact that you can break pallets instantly will help you mid-late game when Ruin inevitably gets cleansed or goes away if you kill somebody off.

    Oh there are plenty of builds that I'd like to try. But I don't have those killer perks unlocked yet and I'm not sure I'd want to buy certain killers just for their perks, knowing full well that I'll never use them. The best perks aren't free for most players. Hence why I think a boost to earning iri shards would help attract more players to the role. The grind for shards is unreal.

    I'm still relatively new to the game. It's funny that I've put in 500+ hours and yet I'm still considered to be a beginner by many players. Crazy if you think about it. That's more hours than I've put into any other game except Tetris and Street Fighter II (2 games I've been playing for 20-30+ years).

    Ruin seems strong whenever I've faced it in survivor games, though. I do have Hag with my Switch version, but my focus is on doing the rift/tome for my Steam account, so unlocking that perk will have to wait. Enduring + Iri button + Julie's Mix tape is a fun combo that I like to use a lot.

    @mizark3 said:

    Like edgar, I too find matches to be easier with the incentive (although I would expand that to both sides).

    The best thing I can recommend is intentionally going for 2 hooks each Survivor before killing anyone. Shift your mental win condition to a hook count that feels good (or maybe each Survivor hooked at least once), and then you will 'win' matches while often 'losing' matches MMR-wise. Even if you win at 9 hooks, you have 1k and 3 escapes, so MMR will work in your favor. Eventually you will go against weaker and weaker Survivors to the point you will be able to consistently 12 hook win (or 11 hook+hatch), so then you will have passively built up enough skill to 'win' according to your rules, and 'win' according to MMR. If they teabag at exit gates, you know you could have intentionally tunneled someone out, so it is like the Baby Feng thinking they looped you for days but in reality went down in 5s. Its more embarrassing on their part.

    This is more or less pretty much how I already play the game. I can't keep track of hooks very well, so I tend to play more organically (I find I chase, unless they just got off the hook). I average about 6-7 hooks on games that I "lose". It does feel good to get a 5th hit down or complete a tome challenge though, so I do try to focus on these goals instead of just winning.

    It would be nice to win by spreading hooks but in reality you're just accepting a loss against decent survivor teams (with the obligatory teabags at the gates for playing nice). Makes you not want to play fair, if I'm honest.

  • I think the last three killer chase themes have been pretty terrible to be honest. Some of the recent menu / cosmetics themes have been great though, so I don't know what's going on...

  • I'm not a fan. Most of them are confusing labyrinths that I very easily get lost in, no matter what side I'm playing. Finding gens or the stairs on Midwich? Forget it. You got hooked in the basement on RPD or The Game? Well good luck to you my friend, because I'm not gonna be able to find it to unhook you. I've played over 500 hours of this game and I still don't know their layouts very well. I also don't like that they make stealthy play an impossible strategy for survivors. You feel so exposed when playing on these maps.

    That said, usually happy to see The Game when I'm playing as my Legion (especially with the iri button add on). It's a very good map for that killer. And Lery's is fun to play if you're using a Stealth killer.

  • @Grigerbest said:

    I'll remove map offerings.

    100% this.

  • I used to find it annoying but now I just see it as an opportunity to get a late kill. And not just with the obvious instadown / ranged killers, either. Even managed to get a kill with my Legion by frenzying survivors at the the gate, then cancelling and hitting the Bill that was doing that silly 360 thing some survivors like to do.

    If you're wondering, yes he did DC after that (I hooked his bot).

  • I could not be more hyped for this chapter. I'm a huge Sci-Fi fan, so the last two chapters have been awesome for me. Playing as the Xenomorph is obviously the biggest reason, but I'm definitely looking forward to being a Ripley main for all my Survivor games too. I think her perks could be underrated gems too. Chemical Trap looks like fun and the others could be great additions to stealth builds (especially Light Footed).

  • Resilience is my favourite survivor perk, so it would need a pretty hefty nerf for me to ever consider taking it out of my build. That said, I don't think I'd miss the extra vaulting speed if it did get removed (not that I think it needs to be). It's just an extra little mini bonus, really. I don't honestly think it does a great deal. The recent buff to vaults needs to be reversed though (and from what I understand it will be). My Dwight is vaulting like an Olympic gymnast right about now.

  • There must be big regional & MMR variations as to what killers you are most likely to face. I feel like almost a third of my survivor games are against a Ghostface. It's gotten to the point where I can barely stand to see the guy anymore. While I don't see many top tier killers, the rest of the roster are not super rare or uncommon for me to face.

    But on the other hand there's The Skull Merchant, arguably the DBD community's most hated killer, yet I see her even less often than I see The Twins or Hag! I'd swap a few Ghosties for a Skull Merchant or two, that's for certain.

  • I think there should be a cool down period to blinding the killer. When I first started playing a few months ago, it was (and still is) one of the most obnoxious survivor plays that you could face. Thank the Entity for Lightborn, because I would not play killer at certain times of the day without it. Getting double or triple blinded is just not much fun.

    I also think it's part of the reason why so many players don't want to touch the killer side of the game at all (beyond doing a daily or a tome challenge).

    Adding a cool down would improve the experience for a lot of new players and those of us who want to play more casually, imho.

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