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According to the rules from https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
Discarded reports reasons
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT
- Camping
- Slugging
- Tunneling
- Streamsniping
- Teabagging
- Bodyblocking
- Looping
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Exhaustion perk (I use Dead Hard)/Lightweight/Fixated/Free perk slot is my current chase build.
Lightweight is heavily slept on but it gives you extra mindgame opportunities by letting you leave loops and gain distance (Not by much but even a half second of hesitation is still going to be around half a jungle gyms worth of distance, especially if you combo it with Fixated to break line of sight before sprinting again) while also letting you run for longer before you need to start stealthing if you're trying to save against a proxycamping killer or going for a flashlight save
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Killer queues are long because there's a constant tension in the survivor/killer ratio of what is ideal for matchmaking (4:1, more survivors = longer survivor queues, more killers = longer killer queues) and what is ideal for the game being fun (1:1, more survivors = game is unfun for killer, more killers = game is unfun for survivors).
Personally I use the incentives as a queue time estimate so that I know when I can switch to killer (Pretty much any time the survivor incentive isn't 100%) since I find playing killer more fun and only really play survivor when the incentives are 100%.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3236614#Comment_3236614
So true... I've been having matches with people who basically hide until everyone else dies, then they grab hatch, or die last. Netting them MMR boosts, while yours drops even though you were sweating balls to prevent a teammate's third hook or finish the last inner gen.
Hatch is MMR neutral, it doesn't gain or lose you MMR. The really annoying survivors are the ones that hide until everyone dies, then wait for hatch to get closed and open a door with Sole Survivor + Wake Up, which does give MMR
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3236561#Comment_3236561
I believe that was a combined effect of the incentives and the results of the tests they did with the MMR a few months ago where during several days they changed the way the lobbies were created and then asked players what they did prefer, longer queues more precise games or shorter queues but greater skill disparity, essentially broadening or shortening the pool where people were drafted to fill lobbies.
This was a several month spanning effort and culminated in the quote I posted about reducing the timers.
The results of the MMR test you're talking about were published on April 19th, where they also said that they would be implementing changes "shortly" (Though what time that actually was was never specified)
6.1.0 was released on July 19th, so as long as it didn't take them literally 3 months to implement the matchmaking changes it seems unlikely that this was a significant factor in the pre-6.1.0 patch queue time stats they published
Not only that, the actual changes they said they would implement were:
- Reducing the maximum range
- Reducing the expansion time proportionally (so it’s no faster or slower than before)
- Lowering the effective cap for skill ratings
- Removing grades from the post-match screen for the foreseeable future
which would imply that future games would have a tighter skill gap below the soft cap, which would increase queue times instead of decreasing them
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@HectorBrando said:
I think the great players are still there but huge Killer queues have broaden the pool for lobby creation so they just put people who dont belong in the lobby. Remember some weeks ago they announced "We have reduced Killer queues by almost 2 minutes!!"? they just made system pick people at random so queues arent 5 minutes long.
I had a perfect example of this yesterday. I played Survivor, 3 of us start together, we get to a gen, a Hillbilly appears sprinting, we scatter, this Meg happens to be the one who gets the aggro, 10 seconds later she is instadowned, "oh crap, maybe he got lucky", hook, sprints away, 20 seconds later Claudette is instadowned "OH CRAP, its one of the good ones, we are cooked", he sees me, starts chasing me, tries to chainsaw and curve me for I dont know how much time, Meg and Claudette got rescued, healed and 3 gens popped until he desists and leaves for the fourth guy who jukes him for 2 minutes, I think "this guy isnt good in the slightest, what the heck maybe he got lucky with those 2", he desists and sees Meg, 10 seconds later she is instadowned again and same with Claudette after hooking Meg, they were really really bad at the game.
It was obvious there were 3 groups of players there and we didnt belong in the same lobby.
While matchmaking is a joke, matchmaking hasn't been touched in 6.1.0 and later afaik (which is where the stat you're quoting comes from). Instead the reduced queue times came from a combination of matchmaking incentives and the changes in meta perks creating a more balanced killer/survivor distribution compared to pre-6.1.0
The reason killer queue times went down way more than survivor queue times is that matchmaking incentives tend to be 100% for survivors for most of the day, greatly incentivizing people to play survivor instead of killer, which pushes the killer queue times down since there are more survivors they can match with in the queue.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3235853#Comment_3235853
Is it really zero sum though? Is the amount lost by 4 survivors equal to the amount gained by the killer and viceversa? I don't think it is
It is zero sum because the matchmaking system treats every game as four separate 1v1s. Even in the case of a 2k, the killer stays the same MMR but the survivors who escape get roughly the same MMR from the killer that the survivors who died lost
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Powerwise their anti-loop are about the same in that if you mess up you let the survivor get to a new tile, but Dredge's remnant teleport is easier for newer players to use consistently.
Chain Hunt is less oppressive during chase compared to Nightfall, but it slows the entire game down by interrupting generator repairs through having to dodge chains and solve the box to get back to working on gens. Nightfall makes it very difficult for low to mid skill survivors to loop without Windows of Opportunity due to basically only being able to see the tile you're on (meaning you need to have memorized the tiles on the map to loop normally) while also not doing much for high skill survivors who've already memorized the map layout and know where to loop.
Basically, Dredge is easier to get good results quickly with but has more trouble competing with higher MMR (since Dredge only really has teleports as a useful ability at higher MMR), whereas Cenobite is a lot harder to do well with but has a higher potential if you can find the box consistently.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3233459#Comment_3233459
How does co-oping generators that have been kicked help? Isn't that a bit risky? If your gamble doesn't pay off now you have 2 players that can't do anything instead of just 1.
killer will kick generator that have been started. If a generator is 52.5% completed. the killer kicking a generator will set it to 50% which means you need progress 45 seconds of generator to finish it. Your teammate need to survive 45 seconds in a chase. It is possible but less likely. With two people, you need survive chase for 26 seconds. Surviving a chase for 26 seconds is not that long assuming killer has left generator. The risk varies for how far generator has been progressed when the killer kicked it.
If my teammates consistently were strong at looping I wouldn't want to bash my head into a wall every time I played solo queue.
Its not killer problem that your teammate are bad at the chase. He is getting rewarded for downs and kicking generators through the perk.
So you want to make the perk stronger??
Only vs SWF. The perk remains unchanged for soloq.
To add to this, if the killer doesn't slug then on a eruptioned gen that's part of a 3 gen you should have one person let go of the gen when it has enough progress that there's no time to re-kick the gen after a down and hook so that you can guarantee the gen gets done
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The way I see it, Eruption is the old NOED of gen regression, in that most people who run it will quickly get carried to an MMR where it doesn't do anything (and if you're regularly facing good killers who also run a full gen kicking build you're probably at or near the soft cap in which case just get in a SWF for your own sanity). In a SWF the obvious counterplay is to just call out when you're going down, but there are a few things you can do in Solo Queue if you know it's in play:
- If you're being chased, play very safe until you can guarantee that all the gens that were being worked on that might have had eruption were popped (e.g. If you're being chased and someone just got saved off hook, only one gen was being worked on. If the entire team just did a full reset and everyone got on a separate gen then three gens will need to be popped before the next down to counter eruption)
- If you're doing gens, work in pairs. Two man the gen until it's 50%-75% done then let go and wait at the gen (if you have perks like Self Care, Built to Last, or boon perks might as well use the time to use those). If it gets hit with Eruption, immediately get on it and finish the gen
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I run it a lot, I find it's pretty useful against killers that want to camp out the last 10 seconds or so of a hook stage and I occasionally get a facecamper where it's usable with sprintburst
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You don't need their ID to report them through a ticket, just report them through the in-game report system then make a ticket while leaving your player ID and relevant proof
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@Krazzik said:
It's easy to just say 'don't cleanse' but if the survivors aren't great loopers it's often better to just cleanse. I've had a lot of games as Plague where survivors are just going down surper fast because they're staying injured and you can't even play stealthy either.
If survivors are going down to an M1 killer then that's an issue with the survivors and not Plague
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Plague is literally an M1 killer with no power 90% of the match if you know the counterplay. I'd argue even Legion is stronger because at least there survivors can slow the game down by healing unnecessarily, whereas with Plague they're forced to just stay on gens.
Here's the counterplay:
- If no one has cleansed then don't cleanse if you're not on death hook (and then make sure to cleanse away from gens)
- If someone cleansed then everyone should immediately start cleansing at the slightest bit of infection to get every pool infected so that it resets her power
- Prerun to a safe loop early when you hear the TR and no one else is in chase
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3230261#Comment_3230261
"...So if someone decided to not use voice comms, they would be at a disadvantage. "
As they are right now without voice comms?!?!?
Again... and again I am saying give solo survivors the option and you are bring balance but please think of any excuses but the ones already being repeated again and again as they have already been covered.
Reading the rest of your comments make little sense to me, however I would say once everyone were balanced with communications for all 4 then balancing of killers would obviously be needed.
BHVR could then show SWFs as there would be balance to the game and when things are good you don't need to hide information
Of course survivors are at a disadvantage without comms, however the current balance is made with the assumption that survivors are not on comms
If you add basekit comms into the mix though, the game has to be balanced with the assumption that all four survivors are on comms
Thus, just implementing comms without doing anything to address the problems that would prevent survivors being able to use comms at all (Language barrier, toxicity, no mics, etc.) or use comms effectively (Try SWFing with someone with 50 hours and tell them "killer is 7", see how far that gets you) means that now Solo Queue again gets the short end of the stick since the game would no longer be balanced with the assumption of no comms
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https://www.youtube.com/watch?v=xI9jiL0FL0c&t=127s@Archol123 said:
Dataminers figured that out months ago, I'm not 100% sure on the exact numbers, but as far as I remember the soft cap for mmr is 1600, even cheater bots that win every game don't get past 3000 and many streamers that are actually good at the game are around 2200/2000. You do not start at 0 mmr but 650. And there is a little bit more to that, if you want the full information Scott Jund did a video on it called "Top MMR doesn't really exist according to New Data" , in the video description is the link to a guy who refers directly to what the data miners found out. I think Scott only refers to the video of that guy.
While those numbers are the latest available from dataminers, it's also been confirmed that the number of people over the softcap is way less than even 25% of all players. Keep in mind that the 2000-2200 MMR range of streamers are for people that literally play the game for a living, with comp swf's only hitting 2400-2500 MMR
https://forum.deadbydaylight.com/en/discussion/comment/3189257#Comment_3189257
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@Archol123 said:
I love how basically every online multiplayer game has some sort of voice chat, but people over here come up with the most stupid reasons for why not to have voice chat...
If people annoy you with loud noises just mute them, works in every other game with voice chat as well...
In addition to voice chat why not also have pre set messages on a chat wheel so those guys who don't want to talk or maybe don't understand the language of there teammates can still communicate with them in some way...
Just because one attempt to solve the issue does not completely solve it doesn't mean it's not a good idea in itself.
The problem is that most games that have some form of voicechat tend to be symmetrical so the likelihood of having randoms on your team that don't speak the language/don't have a mic/are so obnoxious that everyone on the team mutes them/etc. is balanced out by the opposing team having the same likelihood of that happening to them.
In a 4v1 game like dbd though either you balance around survivors having comms and using them in which case survivors get shafted due to randoms not using comms or you balance around no comms in which case killer gets shafted because now even solos can play with the coordination of SWF.
There is no symmetrical counterbalance of randomly getting teammates with bad comms as a killer because as a killer you have no other teammates, meaning that the issues being raised about why some games might still end up basically being 0 comms anyways need to be solved before you can actually start balancing around comms without massively screwing over one side
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3229919#Comment_3229919
Just add a "preferred language" checkbox in the options menu. People get matched with people that have matching decisions.
This would mess with matchmaking if you don't speak the language of the region you're in well enough to use comms in it (Expats and tourists aren't exactly rare), would be pretty unfair to have to play with 200+ ping instead of 30-50 just because you don't speak the language.
Communication would need to be language agnostic through either a ping system or premade phrases that could be localized for specific languages (e.g. "Going for the save", "Killer on me", "On a gen", etc.)
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@Sava18 said:
This could be so fun. No perks or add-ons and a new map made specifically with this game mode in mind. Because I think a lot of survivor's would just pre throw for the entire duration instead of actually expressing skill if they just threw us on coal tower.
Could just alternate so that both players have to play as killer and survivor with the winner being the one who lasted longer, would naturally reduce the number of prethrows because if one person prethrows everything and the other actually gets value from loops then the prethrower will lose
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@Marigoria said:
You already got the full Yui cosmetic? That was fast...
The pants are tier 67 and the rift has only been out for like 3 hours, it's really fast
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@Sharpefern said:
I did want to test this and after looking at the data I still don't know how I feel. If anyone wants to look/check my math they can do that here. https://docs.google.com/spreadsheets/d/1wmxWjp7aO_uvjb63-RCOmNXzVJL692TqW3Qlr0qPz_o/edit?usp=sharing
I guess the reason I don't know how I feel is it still looks to me like the main issue is toolboxes and that built to last will give more value than the stakeout/hyperfocus but that doesn't get near the attention. You can get 39 seconds shaved off a gen (without hitting skill checks or lose another 12 seconds if you hit them) with built to last and you dont have the restrictions of hyperfocus. I recognize the downside of needing to spend 12 seconds in a locker on the recharge but this is a simple task in between gens. Brand new parts are crazy with how much they give (granted no longer fully completing a gen but still 22.5 seconds).
By itself hyperfocus can save ~15 seconds with perfect accuracy on a gen by yourself from start to finish. If you are extremely lucky you can get ~20 seconds. This is a obscenely large amount however being interrupted by any means, working with someone else, or starting a gen with any progress dramatically decreases the value gained from this perk. Meaning the value of the perk is going to decrease throughout the game. The bonus given by stake out gives and addition 1% per skill check whether a token is used or not. This allows for the perk combo to be significantly more powerful throughout the game because it doesnt require the high streak for value. Even the first skill check will give double value. If they changed this to only give the bonus when a token is used like it states on the perk I don't think people would see near the value.
I guess I think that the restrictions on hyperfocus are sufficient but I would adjust stakeout to only give the bonus when a token is used. Anyone who is using hyperfocus without stakeout is wasting a perk slot atm IMO not because just because they might break a streak, destroying the perk, but because stakeout will double the value of hyperfocus as it is now. I still think BTL is better and gives an additional perk slot but does require the bringing of a toolbox which med kits are very valuable so I understand it not being as popular.
Hyperfocus (+ Stakeout) is only good with Built to Last + Toolbox because with the base 40% chance per second of a skillcheck when using a toolbox you can quickly get 6 stacks of Hyperfocus as long as you have half of a Commodius Toolbox with Wire Spool and Scraps which gives you about 1.611c/s gen speed after the toolbox runs out as long as you keep hitting greats, making it more valuable as the match goes on and you start to run out of BTL charges. If you're only doing one or two gens however then it's probably more worth it to bring Streetwise or PT with Commodius + Socket Swivel + Wire Spool and BTL instead
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226042#Comment_3226042
Gamesense issue? Sorry I didn't know my teammate was gonna be crouching in the corner hiding from a killer across the entire map. And yeah I've won without bringing in items too, but that's just because others did bring in items. I'm saying if survivors never brought in any items then it would be a slaughter with how long it takes to heal and do gennies.
You can see exactly where everyone is every time you get downed or hooked, you can look for disturbed crows in the distance, you can look for blood on the ground, and if that's still not enough you can bring aura reading perks like kindred/bond/empathy to see them when you're not hooked. It's quite literally a skill issue if you can't find even a single survivor with that much information
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The Yui cosmetic is in the free track of the upcoming rift, which opens at 11AM ET today
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225796#Comment_3225796
Never said I wanted a 1v1 game, and for solo queue items really aren't an option. I don't think you will find any survivor mains saying that solo queue is possible if survivors go in empty handed, considering it's already complete aids now. If solo queue survivors can lose horribly with fully stacked medkits imagine what happens without them, and before you say it's a "skill issue" remember that there is literally 0 way to communicate with your teammates. Plus the ######### MMR already stacks the odds wildly against your favor in 9/10 games, so it doesn't really matter how skilled you are if you are paired with a brand new dwight that can't hit a skill check.
I play solo queue without perks or items, if you need a 64 charge medkit to play normally then that's a gamesense issue of not knowing where your fellow survivors are to go to them and get a heal from
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If the character was P0-50 or P1-50 or P2-50 before 6.1.0 then you got the bonus levels, you don't get anything extra if they were P3-50 though
For buying outfits with shards, it only applies to new outfits and only happens 4 weeks after they are released
https://twitter.com/DeadByBHVR/status/1569702463309074434 -
When I play killer I don't think I've ever seen a situation where Distortion was a net positive to the team, if I hook someone in a workable 3 gen with BBQ and all I see is one survivor 3 genning themselves on the other side of the map and no other auras (Because Distortion) all that does is make me start proxy camping the hook under the assumption that there's multiple people trying to save/break the 3 gen.
It might be workable in SWF to figure out aura perks and addons but imo Object of Obsession does more or less the same thing (with the exception of when the killer is Undetectable) without also incentivizing the killer to avoid spreading hook states from not being able to find the Distortion users
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3223814#Comment_3223814
Wdym with caught up? I have been playing since years.
Amount of years played is completely irrelevant in this case, how many games have you played with your most played killer that you're supposedly winning 99% of your games with since MMR was implemented (September 7th, 2021)?
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3223793#Comment_3223793
Absolutly not. I watched some actual comp killers and they are on another level. Also, all my friends are sharing similar experience in pub lobbys. Im not a rare case.
If you're literally winning 99% of your games but also not literally the best killer player in the world then that just means your MMR hasn't caught up with your actual skill level yet, give it a few hundred 4k's on the same killer and you'll eventually hit the softcap and start to regularly face survivors that can beat you (MMR is specific to the killer you're playing though, so be prepared to play another few hundred games before hitting the softcap if you switch to a different killer)
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The way I do it is to start the season perkless until I hit Iri 4, then just load up on 4 altruism/gen perks that help with pipping (e.g. Autodidact/Botany Knowledge + Empathic Connection instead of Boon: Circle of Healing for Benevolent, Hyperfocus + Stakeout + Built to Last + Toolbox instead of Prove Thyself for Lightbringer, Counterforce + Detectives Hunch + Map to cleanse all totems for Lightbringer [Will piss off your booners though]) after my MMR gets settled to my perkless performance (Which means I don't need an exhaustion perk to get gold/iri Evader)
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3223278#Comment_3223278
Until you face a killer who isn't tunneling at all and you wasted multiple perk slots which could have been used for something better
Oh no, the killer isn't tunneling and now has to win 9 chases instead of 3 to kill a single survivor in exchange for every survivor running anti-tunnel perks only having 2 perks that do something that match
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@HoodedWildKard said:
Nah CoH is fine as is. Can't have it reveal other players in the area of the boon or shadow step is literally pointless, big issue since it's one of michaela's other personal perks. In all honesty as killer i don't have much trouble dealing with CoH. It's pretty easy to identify roughly where it is and snuffing it out only takes a second.
It's a good perk dont get me wrong, but even against sweaty swfs I've been able to find it easily. Plus if you run nurse's calling it acts as a nice little trap if you know where it is. Injure a surv, they run for boon, you see their aura, bash and hook 😁
Finding the boon in general isn't a problem, the problem is that if you have to go 15 seconds out of your way to get to the boon to snuff it out then you're realistically losing about a third of a gen every time it gets placed. If it's in a deadzone then yeah keep it up and get easy downs there but if it's out of the way AND in a strong structure (Upstairs in ironworks, Bottom floor of badham preschool, in an area with no gens, etc.) then you basically have to accept that you can't hit and run and instead have to commit to every chase because you don't have the time to keep snuffing it.
@Marigoria said:
No self heal would make it worse for solo q.
Ok and? Making it basically Boon: Kindred still allows for solo queue survivors to get healed by figuring out where to find teammates, it just stops CoH from killing every hit and run killer in the game
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@tenoresax said:
I haven't played Twins in a while so I don't exactly remember my build but you can find out what perks are generally good on them and what add-ons to use on this website:
They've got some really weird rankings there: Stale biscuit B-tier? Shelter woods more survivor sided than all the Autohaven maps? Cowshed as killer sided as Midwitch? Haunted Grounds and Starstruck stronger than DMS and Shattered Hope on Twins? Insidious somehow all the way up in B-tier?
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For playstyle, the optimal position to be in as Twins is with everyone injured and spread out enough so they can't kick Victor when you down someone but close enough that you can slug multiple people. Therefore as Twins you should aim to spread pressure through injuries and prevent people from healing.
For perks you can experiment with different builds but I generally don't take off Shattered Hope and Sloppy Butcher due to how strong Boon: Circle of Healing and good medkits can be against twins. Avoid terror radius perks like Coulrophobia, you have no terror radius when you switch to Victor so it's hard to get value from it
For addons I'd recommend Toy Sword (Strongest addon, lets you pounce faster) and then either Stale Biscuit (Decreases the cooldown on pounces) or Tiny Fingernail (Lets you pull out Victor faster)
Few tips for Victor:
- Don't pounce while on stairs, you'll either instabump into the ground if a survivor is above you, or you'll jump over the survivor if they're below you
- You can pounce over dropped pallets and windows
- If you have 2+ survivors injured then try to avoid pouncing on a healthy survivor that looks like they know how to play against twins, they'll hold Victor hostage long enough for the injured survivors to reset (Unless the injured survivors are next to the healthy survivor trying to reset and Charlotte is far away and no Circle of Healing is in play, then pounce on the healthy survivor to generate more pressure and prevent then from healing as fast)
- If you hit a survivor with endurance they just go into deep wounds and they can crush you afterwards, make sure to bait out Dead Hard
Few tips for Charlotte:
- If you can get an easy down with Charlotte it's faster to M1 than to pull out Victor and wait 8 seconds before you can pick up after downing with Victor
- If you're getting blinded you can pull out Victor to instantly see again
General tips:
- When you're switching between Charlotte/Victor, look towards the other so that you can quickly figure out where you need to go
- Having 4 survivors injured as Twins is more pressure than having two healthy and two hooked survivors, always spread pressure
- You're going to be slugging way more than with other killers, keep track of who has unbreakable
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AFAIK it's not against the rules to play badly/sub-optimally. Just start playing without perks and go for 12 hook games without camping or tunnelling and you'll either lose enough games to get more manageable survivors or you'll get good enough at tracking, chasing, and macro gameplay to handle strong survivors
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3220598#Comment_3220598
I respect you opinion, but "good value perks"? Bro, they literally made perks that were just fine useless, like calm spirit, pharmacist. Of course some perks are good, like out of record and tenacity, but OFR does not counter tunnel like DS did in the past. If a killer is camping a survivor on a hook, and another survivor come and rescue the person. The killer can, to counter OFR, just hit immediately the unhooked survivor, OFR doesn't stack if you are in deep wound. 🤯
So, basically what I saw in this update is a bunch of perks giving endurance, but as they don't stack (as they should), killers can counter it very easily. If dead hard did not give endurance and invincibility but just distance, it could be a great way to fight against tunneling after unhook.
Now, back to DS, it feels that DS should change it's name from Decisive Strike for Decisive Slap because 3 seconds stun is just 1.5 seconds useful to reach a pallet or window.
The point of Decisive Strike in the current meta is to reset deep wounds so that you can Dead Hard again while being tunnelled, if you're using it by itself as your only anti-tunnel perk you're doing it wrong
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@dugman said:
Lol, it's funny but I was thinking the other day about a survivor loadout I might try someday where each perk is there to counter the most popular killer perks and Sole Survivor is part of it.
- Distortion - Counter BBQ and Chili and Lethal Pursuer
- Breakdown - Counters Scourge Hook Pain Resonance
- Sole Survivor - Increases the chance you are the Obsession which counters Save the Best for Last. Also counters BBQ and Chili once someone else dies
- Repressed Alliance - Blocks gens to counter Call of Brine and Eruption
Interestingly, what I wanted was a perk that makes you the Obsession at the start of the match. But the only ones that do that are Sole Survivor, Mettle of Man, and Object of Obsession. Mettle of Man requires you to take Protection Hits to do anything, which isn't ideal, and Object of Obsession doesn't work well with Distortion. Sole Survivor is the only one of the three that doesn't have a penalty associated with it, it's at worst neutral in the beginning and then ramps up if someone else dies.
If you want to start as the obsession you can run Decisive Strike instead of Sole Survivor, would probably give you more value
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@twin187211 said:
https://forum.deadbydaylight.com/en/discussion/comment/3218590#Comment_3218590
I'm not tripping on him using the perks I'm tripping on how he can switch to the perks after looking at the survivors
The only things a killer can even bring that effect items are Franklins, Lightborn, and a drop item addon like Bubbas Begrimed Chains addon or Legions Stolen Sketchbook addon. All of these do nothing if survivors don't bring items (or don't bring the right kind of item in case of Lightborn) and pretty much require at least 3 survivors to be bringing something to even be close to worth it (if you're not a killer like Hag that autoloses to a flashlight or Trapper that autoloses to a map) so removing the ability to see if survivors are bringing items would basically drop the pick rate of those perks to 0% outside of Hag and maybe Trapper as a serious pick (killers that do "haha funny item thief" meme builds would still use it though)
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Prestige, Grade, and hours played do not influence matchmaking. Seeing as there's no mechanical benefit to going past p3 plenty of people may instead be spending bp across multiple survivors and killers. Likewise if you dump all your bp into one character you can get to pretty high prestige without much hours played (Most extreme example of high prestige low hours in my solo queue games was a p20 with 400 hours)
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@twin187211 said:
https://forum.deadbydaylight.com/en/discussion/comment/3218350#Comment_3218350
Bro I have that hard trophy you get for doing 1 Gen and escaping with no perks you speak of combining the perks together I play solo queue I don't know what the other players doing bro it's not swf every match but the supernatural powers that the killer have is just not enough for you guys right wow a flashlight against a knife would you take them odds yall funny killers
Power moves isn't actually a hard achievement to get, I've done it 10 times over in solo queue post 6.1.0 (though can only really prove 42 games since the others I didn't have time to loot a chest, the masquerade flashlight was stolen off a dead person). Complaining that killers take perks like lightborn, franklins, or starstruck to deal with flashlight saves (Which as a reminder means one less slowdown perk) is literally a skill issue
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@twin187211 said:
https://forum.deadbydaylight.com/en/discussion/comment/3218161#Comment_3218161
A killer should not be able to change loadout because he see the survivors try to defend their self that's not fair at all anything survivors use as a weapon get nerfed from perks to items and in change they make the killer more stronger more faster come on bro when the devs say stuff like it's not enough killing going on in the game lmfao
Skill issue
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3217177#Comment_3217177
This is an example of hyperfocus at its farthest extreme and its still only 3 seconds more than stake out which doesnt have the stipulations. Overzealous with a hex totem shave 14.4 seconds off a gen which was more than the hyperfocus did in this example. This is why I am saying hyperfocus is overhyped. Because its not the strongest gen completion perk. Prove thyself with 2 people saves a total of 14 seconds(7 seconds per) with 3 people saves 30 seconds (10 seconds per) and 4 people 48 seconds (12 seconds per). The amount that hyperfocus saves in its extremes is not an issue when you look at other gen rushing perks in theirs.
It's true that without a toolbox this was extremely unlikely, the problem with hyperfocus is that at 6 stacks without a toolbox or other gen speed perks you have an expected gen speed of 1.611c/s
EDIT: Rest of the comment got eaten
Hyperfocus: 2.52c per great, 8% base skill check chance + 24% from hyperfocus, add 1 extra second to actually hit the skill check. Expected time to hit skill check is (1/0.32) + 1 = 4.125s, 6.645c/4.125s = 1.611c/s
Base: 0.9c per great, 8% base skill check chance, add 1 extra second to actually hit the skill check. Expected time to hit skill check is (1/0.08) + 1 = 13.5s, 14.4c/13.5s = 1.067c/s
With a commodius toolbox, wire spool, scraps, and built to last you can reliably hit max stacks before the toolbox runs out if you have over half the toolbox, which means you can do 3 gens 50% faster than without bringing a toolbox or gen perks at the cost of two perks (Hyperfocus + Built to Last), an item (Commodius toolbox), and spending 12 seconds in a locker after a gen assuming you dont get pushed off the gen while repairing
Compare this with Overzealous which gives a gen speed of 1.207c/s assuming you hit greats and cleanse a hex totem (14 seconds, 2 more than BTL)
Side note: Prove Thyself is an anti 3-gen perk not a genrush perk. Two people with prove have a combined gen speed of 1.96c/s, which is slower than the 2c/s by doing two gens seperately
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Could be a SWF, if the completely new player is SWFing with someone with 2k hours then the match is going to be lopsided one way or another.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3202790#Comment_3202790
No. You sound like a killer main guessing at how survivors play. If running to a corner always worked to allow you to struggle free EVERY survivor would do it. Hooks are plentiful and many killers run agitation or iron grasp. It doesn’t work and it won’t work with basekit unbreakable.
In my past 145 survivor games I've only seen 2 Agitations and 2 Iron Grasps. No one in my games runs Iron Grasp outside of basement builds and no one runs Agitation outside of basement builds, Starstruck Wesker/Nurse, or when paired with scourge hooks. And some maps absolutely can get hook deadzones after a survivor dies (Midwitch) or runs Breakdown, it's just that it's a lot harder for survivors to find those deadzones since they don't see hook auras without Saboteur.
In other words, this is a major SWF buff since they can force the map with map offerings, plan ahead to bring perks like Breakdown (Creates hook deadzones), Boil Over (Makes hook deadzones even stronger), Flip Flop (Same as boil over), Saboteur (One person brings it to see hook auras and tells the rest of the team where to run to to make a hook deadzone), and Unbreakable (Doubles the amount of times you can pick yourself up before you bleed out).
Solo Queue on the other hand most of the time you aren't going to be slugged for more than 20 seconds unless your team seriously misplays or you're under a pallet/in the open with a teammate nearby that can try to save you, in which case it's actually a nerf if you're not running unbreakable since you have to recover for an extra 13 seconds and being able to unbreakable more than once per match probably isn't going to get used much in Solo Queue because you need good teammates to be able to force a slug
The only good thing about basekit unbreakable is that it stops toxic killers from 4 man bleeding out a team but the basekit mori changes already did this
TL;DR basekit unbreakable does nothing for Solo Queue and majorly buffs SWFs that want to abuse it
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3199112#Comment_3199112
DS is impossible to exploit, since you cannot force the killer to pick someone up.
Technically if the killer isn't expecting it you can force a pickup with a CJ tech at a pallet/locker/window, but realistically no killer with more than 2 brain cells will fall for it more than once per game
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3193993#Comment_3193993
Nightlight. Just some caveats
- The mods have mentioned they don’t want links posted to aggregate sites because a lot of them use Steam API for data collection and the game doesn’t support that. (I don’t use Steam API for anything personally so I don’t know much about it either way.) They don’t seem to mind numbers from the site being posted though, they just don’t want to encourage people to use Steam API for anything.
- The site appears to get thousands of matches per week but that’s obviously still a relatively small data set, and since its voluntary you can’t really put too much stock in the character specific kill rates and pick rates. For instance for all I know there’s one insanely good Sadako player uploading all their matches and heavily skewing it his month. The overall average kill rate across all killers seems pretty consistent at 56% post rework though so that might be a bit more reliable for the general MMR bracket of its users.
- It also tracks the pick rates for perks based on opponent data (i.e. if I upload my match it counts the perks my opponents used for perk pick rates as opposed to the perks I used.) That makes the perk pick rates a bit more reliable, although it still has a bias in that its mostly English speaking regions using the site and perk popularity varies by region. (So for example Self Care is a lot less popular on this site than it is across all regions because apparently Self Care is insanely popular in Asia and elsewhere.)
Nightlights kill and pick rates actually only comes from survivor matches uploaded to the site, so someone only playing a specific killer and 4King every game wouldn't skew the stats if they posted their own killer matches. From their about section:
Where is this data from?
These stats are aggregated from thousands of Survivor matches uploaded to NightLight.
Is there a way to change the date span?
In the interest of avoiding any issues including those relating to sample size, the date range is currently set to 30 days no matter the start date.
Why are there no stats for today?
Stats are gathered from the NightLight servers at around 4pm UTC each day so as to somewhat align with DBD patch times. If you visit before that time, the latest data will be from up to 4pm on the previous day.
What is the definition of a kill?
Kills are regarded as anything other than escapes, non-given hatch escapes, and hatch escapes with a key.
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Mainly Wesker, Ghostface, Huntress, Blight, Nurse, Legion
@catkillsmouse said:
https://forum.deadbydaylight.com/en/discussion/comment/3193813#Comment_3193813
Naw Rank just reset a few days ago and it's always Trickster. Well in my experience.
Grades don't effect matchmaking, only your hidden MMR which changes based on escapes/kills effect who you get matched with
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@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3189257#Comment_3189257
Can you escape the soft cap once entered? You talk about mmr should be self balancing, but I'm literally at 300+ loss deficit on survivor and nothing is changing. When am I going to start seeing wins again? My teammates keep becoming bigger potatoes while killers stay mediocre to pro. Does it think I'm throwing/smurfing and not letting my rating actually drop so I can get better matches?
If you're on a 300 loss streak as survivor and your teammates are getting worse and worse you're not over the softcap, you're in ELO hell where your bad teammates get you killed causing your MMR to go down and get matched with worse teammates.
Also you can escape the softcap once you entered it, it just basically considers everyone with a high enough MMR as the same MMR (e.g. if the softcap is 1600 MMR then someone with 1600 MMR is the same as someone with 3000 MMR matchmaking wise, only difference is that the 3000 MMR player can lose more games before getting out of the softcap)
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@[Deleted User] said:
they're literally suppose to be high risk high reward, like its your issue if it gets cleansed
Problem is that sometimes spawn RNG works out so that you literally don't have enough time to walk to the hex in a straight line as soon as you spawn in before it gets cleansed
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168138#Comment_3168138
So...how you're meant to use it? It's a stealth perk. People often wonder how the killer could possibly find them as if they don't go sprinting off across the map leaving scratch marks everywhere.
You should be teching it in your build if you're facing a lot of the following killers:
- Deathslinger (Crouch when they aim on loops they can hit you over while standing)
- Demogorgon (Debatable but you can crouch-tech shreds more easily)
- Ghostface (Debatable since you can just reveal them but helps prevent getting stalked on loops they can see you over)
- Hag (Crouch past traps faster)
- Huntress (Crouch when they pull up a hatchet on loops they can hit you over while standing)
- Myers (Helps prevent getting stalked on loops you can see over)
- Nemesis (Crouch when they pull up the tentacle on loops they can hit you over while standing)
- Plague (Crouch when they puke on you on loops they can hit you over while standing)
- Pyramid Head (Crouch to walk past trails of torment without getting tormented)
- Trickster (Crouch when they throw knives on loops they can hit you over while standing)
- Twins (No killer instinct while crouching lets you crouch up to victor to kick him faster while idle)
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Since I started tracking my games (All SoloQ, all games played after the perk rework):
My personal escape rate: 35/82 (42.7%)
Total survivor escape rate: 147/328 (44.8%)
My escape rate when playing with no perks or items: 8/12 (75%) [None of those were hatch games surprisingly enough]




