xenotimebong
xenotimebong
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2533778#Comment_2533778
using voice comms is NOT cheating
This is not what the game rules say.
From the rules page:
Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game, except if they have been whitelisted by us. We are not banning for the use of communication apps.
If using voice chat was not cheating then it wouldn't have to be explicitly listed here. The rules don't say "Voice chat is not cheating", they say "We don't ban you if you use it". There is a difference. If you use voice chat then you acknowledge that you are cheating by giving yourself an advantage that is not intended by the game, but, even though this technically falls under the definition of cheating, no bans are issued for it.
This is an important distinction for players who want to play as intended - they don't use voice chat or any other communication outside of the game, because the game rules as written define that as cheating. It's allowed, in a manner similar to house rules that are sometimes used for board games for example. It is allowed to use your own "house rule" by using communication tools without penalties (= bans) but you are still technically breaking the rules and not playing as intended. If you want to play the game as intended you need to follow the rules.
Using a controller while playing on PC for example is not listed in the game as something that bans are issued for because it doesn't have to be, because it's obviously not cheating. Communication tools do fall under the definition of cheating though, so the exception must be listed if there are not supposed to be bans for using them.
If using communication tools outside of the game is not supposed to be considered cheating then the rules page must be rewritten to clarify that. As the rules are written it falls under cheating. An easy fix would would be to change "We are not banning for the use of communication apps." to "The use of communication apps is not considered cheating.".
Why are you nitpicking a kind of clunkily worded sentence instead of actually reading what they’re saying there?
Third party tools are not allowed unless the devs say they’re allowed. They’ve explictly condoned the use of external comms, just as they’ve also whitelisted Nvidia filters.
Everyone with common sense understands that “third party tools that give an unfair advantage” is referring to things like hacks, cheats, modified files, etc. and not people talking to each other outside of the game. The devs don’t ban for that, they never have, they never will, and they couldn’t even if they wanted to, which they clearly don’t. Accept it.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2532214#Comment_2532214
Seeing as how you usually SPAWN ON A TOTEM, boom... Boon ready to go. This is just more firepower for SWF to bully KILLERS. It's already bad enough that COMPETENT survivors BEAT EVERY KILLER IN THE GAME EASILY.
SBMM has already filtered out the potatoes. Why killers are getting yet another thing to worry about us BEYOND me. Then again, the devs are TERRIBLE players of their own game so I'm not surprised.
No disrespect to the devs, but they are green ranks at best.
Instead of ranting in random caps about the devs, why not address my point which is that kicking boon totems is not a significant time investment or secondary objective for killers because a) it’s very very quick to do and b) you don’t have to go out of your way to find them, you can literally just kick them as you happen across them?
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2532214#Comment_2532214
Fourteen seconds for a powerful perk for yourself and a fifth perk slot for the other survivors.
It's busted. The time investment is way out of proportion for the potential value
Fourteen seconds to light it once. Another fourteen seconds to light it again if the killer kicks it. Another fourteen seconds to light it again if you want to reposition it.
My point isn’t whether the perks are strong or not, it’s that boon totems as a concept aren’t a “secondary objective” for killers because you don’t need to go out of your way to destroy them, you can just press a button to quickly nullify the effect as and when you find it. They’re a secondary objective for survivors. If survivors just continue to run 4 meta perks they can spend 100% of their time in the match just focusing on gens instead of fiddling with totems.
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“If I wasn’t playing chill I’d ######### on you” from a Nurse running four slowdown perks, lol.
Also had a streamer throw a fit about “gen rushing” and when I watched his VOD back the match was like 10 minutes long.
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@botrax said:
How did spirit did not have any counterplay you needed to mind game the player or just hold w its was really simple if the random survivor could stop dcing against her and try to play the majority of the player could beat her
Hold W? Against Spirit??
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2531619#Comment_2531619
It's not like I've ever been secretive about my eyesight being messed up, to be fair. I haven't gotten an official diagnosis from an optician but it helps me see better so I don't say I'm Colourblind, they just help me see better so I use them.
I can however say I'm officially short sighted as #########
Which filter are you using, out of curiosity? The pink auras look nice.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2531972#Comment_2531972
The KILLER has to find and disable em. That's an objective
They make a very noticeable sound (and clearly identifiable - it’s not like lit totems and fire barrels, they sound unique) when you’re within a decent range, and you stomp them with a short animation. It’s not like you have to run around the whole map to hunt them and spend time cleansing each one, you can just disable them quickly if and when you come across them in key areas.
Conversely, it takes a survivor 14 seconds to set so it’s a bigger time investment to keep resetting it than it is for the killer to just snuff it if they come across it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2529330#Comment_2529330
Kind of impossible to avoid to an extent against a good killer on many maps. Suffo Pit, Azarov's, Sanctum, Dead Dawg all spawn incredible 3/4 gen set ups that the killer holds for free early with Corrupt Intervention. I never cross any of those maps on killer.
But that still depends on the survivors getting an unlucky map, with unlucky gen spawns, with a dull totem in a safe-ish area far away from the 3 gen, and with teammates who don’t prioritise breaking the 3 gen early. Why would you run a perk that will help against a somewhat niche scenario that can usually be dealt with without it, in place of a meta perk?
I’m not saying the perk is bad, I do think it seems like it will be strong in some situations, I just don’t think 3 gen scenarios are enough to justify running it over an existing meta perk for the majority of people. I suppose we’ll see in a few months, maybe I’m wrong.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2529330#Comment_2529330
Just trying to stop a gen from happening creates pressure because you know that at least 1-2 survivors will be there getting you hooks or at the very least hits.
I’m not really sure what part of my comment you were replying with this or how it relates to my point.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2529227#Comment_2529227
That's my main concern with the healing one. Smart players are going to make a 3 gen impossible to hold. Split gens on either end of the 3 gen, run early away from the gens and W halfway across the map to heal at the boon totem. Killer either commits and loses the 3 gen/game or the survivor solo heals for free and rotates back to gens.
It won't be an issue through most skill brackets because survivors tend to greed gens they can't possibly finish before the killer arrives and take chases towards other teammates for no reason. But players with good game sense can potentially abuse the living daylights out of this perk
But will players with good game sense even let themselves get 3 genned all that often? I just don’t think it’s a situation that occurs often enough for most people to bother running this perk to counter it.
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I don’t know why but someone at Behaviour really hates David, Kate and Feng.
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@GannTM said:
I’m not able to play right now as I’m at school. Still have two more classes to go and sit through and I’m getting anxious about Spirit. Has anyone tested her out playing as or against yet? If so, how has it gone so far.
Too early to say for sure IMO. If you ran green duration and/or speed add ons a lot you’ll be disappointed because they’re gone, but some of her new add ons look like they might be quite fun to use.
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Instaheal syringes. Went from being a completely busted add on that would bring someone from being downed to fully healthy with one tap, which was infuriating bullshit, to being an add on that is still strong and has utility but can also be countered.
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It will become meta the same way Lucky Break, Power Struggle, For The People, Breakout, Any Means Necessary, Counterforce, etc. etc. became meta. Lol.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2524369#Comment_2524369
Oh wait... so a survivor who goes full speed healing build but "wastes" 12 seconds in a locker is slower at healing than a SC user? lol
I love how you didn’t address my point whatsoever.
A survivor that goes full speed healing build ISN’T RUNNING META and ISN’T RUSHING GENS. No DS, UB, DH, IW. Isn’t that literally what people keep complaining about?
Who even needs to heal more than 2, maybe 3 times in a match? If you’re healing 6, 7, 8 times you’re just wasting time that could be spent, you know… rushing gens. That thing that people keep bitching about? No?
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@Mat_Sella said:
4 SWF survivors all bring medkits, killer currently has massive pressure. All survivors decide to reset and heal with their medkits.
Then they do it again.
Then they do it again.
Then they do it again.
The survivors win.
Or they could just run Adrenaline, do the final gens injured and achieve the same thing in a fraction of the time. Or have one or two people run WMI and heal the others within its very generous window without having to lounge around in lockers.
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You’d think so. They’ll be much less game-changing now. A lucky key escape might mean you only get 3 kills instead of 4, or in a very rare circumstance lose a survivor to the hatch if their teammates all run out of the gates (which can already happen but w/e), but that’s barely worth complaining about. I expect that some people will still loudly complain about it, though.
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@Tsulan said:
All i see are "infinite" flashlights and medkits. This will be like the old SC meta times.
And yet in order to have “infinite” flashlights and medkits that do anything, it means survivors are healing, blinding, then sitting in lockers, etc. instead of doing gens. Isn’t that what we want? Incentives for survivors to not just sit and do all the gens as fast as possible? Longer, slower paced games?
I feel like some people will only be happy if the devs just straight up add 30+ seconds to the generator repair bar and then delete all non-meme-tier perks. “Shake up the meta but absolutely do not buff any perks! Slow down gens but not like that!” If you want the game to be rebalanced and become less samey then you have to accept that that requires things being changed, including some things being buffed into being more viable or more fun to use.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2519710#Comment_2519710
How is that different? If you buff killers and soloq survivors you are nerfing swf indirectly, that's the same effect. This argument allways seemed to me like a whole bunch of cope so they never touch swf.
It’s different because by doing it that way, you’re not actually making people incur a penalty for being in a group. If you directly nerf SWF people will be annoyed that they’re penalised for playing with friends. If you instead buff solo players to be at less of a disadvantage, and then buff killers, then there’s little direct difference between playing with friends and playing solo. The end result may be the same, but the big difference is that the devs won’t alienate a part of their player base if they do things in a more roundabout way.
I can’t think of a single instance of a game that penalises you for playing in a group, and that’s for a very good reason.
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@vacaman said:
I'm actually a bit worried about WOO to be honest... In some maps against some killers it will mean running the killer forever. I thought it was already a good perk as it was, maybe reduce the cooldown but remove it entirely seems overkill to me.
I think WoO will be fine. It’s a good perk but it doesn’t help you against killer powers, it doesn’t save you from mindgames, and it doesn’t do anything if the pallets have already been broken. It can prevent errors like running past a hidden pallet or thinking a window is on the wrong wall, but it’s nowhere near the meta leagues.
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@ad19970 said:
I agree, this update looks very promising.
The only thing I am a bit disappointed about is that there aren't more meaningful perk buffs, particularly on the killer side, in my opinion. I was so hoping for Surge to lose the basic attack condition, seeing as many other perks are losing it as well.
That and I really want the AI of Nemesis Zombies to be fixed and perhaps improved. His map pressure is the only thing still lacking with him.
Yeah, killer perk buffs were a bit thin on the ground. Though they’re buffing 13 perks in total in this mid-chapter. Considering how many perks there are in the game now that isn’t a huge number, but it’s a bigger number than we’ve had for a while, and if they start to tweak perks the same way every mid-chapter I think that can only be a good thing.
I think most of the add on changes will be buffs, too, with some nerfs here and there, so I’m looking forward to that. Maybe they’re planning more killer perk buffs once they see how the add on changes affect things.
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@FFirebrandd said:
I mean, to be fair a lot of this midchapter patch does look fantastic. But like... those Deathslinger changes. The hell are they thinking? Actually I know what they're thinking... they're getting rid of the frustrating aspects of facing him in the most hamfisted way possible without giving him enough compensation for it.
I think removing quickscoping and the stupid ‘ADS over and over for an easy hit’ thing is honestly a fair change.
I’m not sure they needed to nerf both his gun AND his terror radius. One or the other would have been enough, I do agree that nerfing both and giving him nothing back is a bit too harsh. Especially since I don’t think he’s one of the killers whose add ons are getting touched, are they?
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@kaoraku said:
I think as a killer main, who really hate keys and tunneled everyone who bring a key to the lobby this is a bad "solution". Especially with the hatch part. Now hatchgame at the end will be pure luck. So the killer no matter how good can loose the 4th survivor. And trust me, this will just make killers to slug and sweat at the end. It will be not funny for the survivors.
That’s a fair point. Though tons of killers already slug for the 4K in my experience, so I’m not sure it will change that much tbh. I suppose this gives more incentive to bring “spawn hatch at X” offerings as killer now.
Mainly I’m glad that dcing for hatch is no longer a guaranteed escape, and that solo teammates taking in keys and stealthing for a solo key escape will be much less likely to succeed.
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I agree, this is the best mid-chapter patch in a long time. There’s stuff to please everyone in there IMO. (And stuff that will annoy many but that’s always gonna happen when things get changed.)
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@[Deleted User] said:
From the DBD Twitter.
The Pig :
https://us.v-cdn.net/6030815/uploads/9WKQAS78OA2T/image.png
Video tape currently reduces charge time and miss of ambush attacks but it has been changed from an uncommon to an ultra rare and has this new effect.
https://us.v-cdn.net/6030815/uploads/KCG22CXCH8J4/image.png
Interlocking razor currently tremendously increases the penalty for failing a jigsaw box skill check and was an rare and is now a common.
The Shape:
https://us.v-cdn.net/6030815/uploads/ZGVUDNLDRMFN/image.png
Vanity mirror used to reduce The Shape's Movement speed by 7% (making him 108%) and it no longer does that now.
That's all for now! I am really excited for these, especially the new video tape because i think that is an extremely cool Saw reference.
Dang, I was already excited for the add on changes but these are great. I hope the rest are just as good.
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I know, right? And buffing Any Means Necessary? Thanks for making this game even more of a bully simulator, smh my head.
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@Shaped said:
I think this buff is too much. What do you guys think?
I think this buff is perfect. It’s hardly going to be an overpowered perk now. It’s definitely a good and useful perk, don’t get me wrong, but is it going to be something that wins you tons of games? I doubt it. It doesn’t heal you, it doesn’t protect you, it won’t save you from a mistake, it doesn’t do gens faster, etc. It’s a nice chase perk but even having the information it gives you doesn’t necessarily mean you’ll last that long.
That said, it’s more worthy of a perk slot now because you can continuously use it if you move around the map during a chase. It always annoyed me to use it with Lithe because you would vault, gain distance and then lose the use of WoO.
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I’ll probably play her more, just because matches where 2 or 3 survivors dc early in the match because it’s Spirit should be more rare.
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They aren’t. I faced a really sweet 4 man earlier today who were fine in game and wholesome in chat so they definitely do exist. In fact in all my matches today I don’t think I faced a single toxic survivor.
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I think they made the recovery so long because otherwise revealing GF would be pointless for survivors, and there’d be no reason to play with any awareness of your positioning for killer. If you could just dip in and out of stealth with very little cooldown, there’d be no reason for survivors to do it and no punishment for killers just running around in stealth and getting revealed left and right.
That said, I think they went overboard and I agree that 30 seconds is too long. 30 seconds is an eternity in DBD, it’s way too long to be a killer with no power. They should reduce it and then nerf the add ons a bit, IMO.
I also think fixing how janky his and Myers’ powers are on dedicated servers would be a big help. I honestly think that’s a big part of the issue with being revealed and it’s a huge issue when stalking.
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@burt0r said:
I ouldnt rule out that behaviour has played around with the matchmaking behind the scenes to accomodate lopsided queue times or something.
I feel the same. I’d be surprised if they hadn’t tweaked it at all, queue times seem more consistent for sure. Or maybe people’s scores normalised a bit over time so there’s a more even spread of players now.
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He’ll feel less frustrating to play and be a little bit stronger, but a change like this isn’t going to make him take Spirit’s place or anything.
Trapper will never be a meta killer in the game as it is now because he has a slow start, he takes time to set up and he’s considerably weakened by good awareness, and knowledge of maps and common trap placements (and you see survivors with these things more and more as you go up the ranks).
The meta killers all have decent mobility, strong anti-loop and good synergy with the meta perks. Trapper doesn’t really have any of that.
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@latinfla4 said:
I stopped after 44 in a row with 0 -1 kills with trickster last week when I stopped playing the game.
I want to play my killers I haven't touched yet but dont want to play bully simulator☺
As soon as MMR launched, I committed to not running slowdown perks, not camping/tunnelling for kills, and just playing for chases, challenges, achievements and fun. I lost a few matches at the start but now my MMR seems to have decreased because even if I'm doing an adept like Pig (i.e. weak perks on a weak killer), I can still get a good number of hooks and/or kills more often than not, even though I have no slowdown perks at all and I'm playing in a way that kind of disadvantages me.
I just stopped worrying about the number of kills and weirdly the number of kills I started getting started to normalise really quickly. If I kill all 4, great. If I kill 3, that's thematic and I'm happy. If I kill 2, it feels pretty fair. If I kill 1 then I probably made plenty of mistakes (and I can normally identify them). I rarely kill 0 at this point but if I do then oh well, on to the next.
As for how many matches it took, hard to say. Around 20? It feels pretty balanced to me now and because I play this way, people are usually pretty nice even if I kill them. I also feel like my existing MMR was probably not super high because I used to play pretty chill anyway and regularly gave hatch.
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Meh. It really seems to depend on when I play. If I play evenings, I get better teammates who seem to have some understanding of the game. If I play in the daytime they're typically quite bad.
Today, for example, I played a match where two teammates went down in the first 40 seconds of the match to the same Bubba chainsaw charge. Like, ######### is that? How are people making mistakes like that outside of their first 50 hours in the game???
I don't think my MMR is at the top but it shouldn't be anywhere near the bottom either. Not that I think this system is necessarily much better than the old one, and if it's based just on escapes as people have suggested, it's not a measure of skill and ability so much as it is a measure of luck, meta perks, items and comms IMO. Really good players will die quite often in solo queue just because of the luck of the draw (teammates, teammate perks, the killer, the killer's perks, the map, map tile spawns, etc. etc. etc.).
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You have to adjust your expectations if you’re playing a killer for the first time. You shouldn’t expect to get tons of hooks and kills when you’re learning a killer’s power, expect to lose while you get the mechanics down and just take each match as a learning opportunity.
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Never because nobody cares about solo survivor. It’s the worst experience you can have in the game so most people with sense just avoid it like the plague and play the more enjoyable modes, killer or SWF.
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Peeing, grabbing a drink, making a snack, replying to texts and don’t notice the timer, etc. etc.
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Because if you spend time hunting and cleansing dull totems, you throw more matches due to inefficiency than you save from NOED.
I do dull totems in matches where we’re ahead in terms of gen pressure, but if the killer is applying more pressure than my team then I have bigger worries than a perk they probably don’t even have.
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Billy was the biggest injustice and therefore the most annoying. Freddy was an attempt to help a killer that was excessively complained about, Twins were just a failure right out of the gate. Billy used to be a lot better but they did him a disservice.
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I hope so. Then I can be a crotchety old Trapper main and complain about how easy these durn new Trappers have everything, why back in my day you could have only 4 traps spawn on different hills at the corners of Mother’s Dwelling and we still got a 4K out of it!
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Can’t wait to play as Willow Rosenberg from the hit 90s TV show Buffy the Vampire Slayer 😌
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2514520#Comment_2514520
Out of curiosity, what's your reasoning for thinking that? With the definition of "nerf" being "decrease in power," of course.
They nerfed old Nurse even though I don’t think her kill rates were particularly high. Same with Billy.
They nerfed Object of Obsession despite outright stating that it wasn’t overperforming according to stats.
They’re buffing Trapper despite him not having particularly low kill rates.
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But I’ve been reliably informed that it’s impossible to get any kills at high MMR without four slowdown perks, so you can’t be at high MMR and are therefore low MMR and you just need to git gud or something.
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Survivor queues are almost instant so don’t worry about it. Thanks for lessening my long killer queue times tho
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@PNgamer said:
For example, there is a difference between a grade 1 player with 3000 MMR and a grade 1 player with 2000 MMR. We all know that grades have nothing to do with MMR, but symbolize something else. But I wonder why many people here talk about High and Low MMR all the time. None of you including me know that? Only BHVR knows that and just because you meet players who have less playing time or a low grade doesn't mean they are playing on Low MMR does it? I've played against people with 5000+ hours and they were sometimes worse than people with just 100 hours. I just don't understand what makes people claim they know what high/low MMR is.... I just don't get it.
Nobody actually knows for sure without using blacklisted programs to datamine their MMR.
People say “all the survivors/killers I face use meta perks!” but that proves nothing, bad players use meta perks as well. Fact is, most people will always assume they’re high MMR and few people will come out and say “yeah I’m probably low MMR” because most people overrate their own ability.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2515794#Comment_2515794
I am not a cop😯🤣
It is just killer In general is more fun fo talk about...I mean when is the last time survivor meta changed any? or was interesting to talk about?
It’s more that you post several threads per day talking about how killer is ######### and weak and unfun and you’ve switched to survivor and/or are taking a break from the game, but it just doesn’t seem very believable. If you were that disgruntled and on the verge of quitting you wouldn’t post so many threads whining about survivors IMO.
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@Malkhrim said:
Trapper buffs are always good news to be welcomed, but among the good things that are coming to this killer, like the consistent number of traps, more traps carried by default, and add-on changes, one small thing looks like a bad idea, and that's how Trapper Sack is going to be now that its original effect will be base-kit.
When I saw an add-on that makes Trapper start carrying ALL of his traps, I thought it looked great, a gamechanging add-on Trapper deserves. But then I read the downside...
Oh, you won't be able to pick up Traps to change their locations at all.
That's too big of a self-limitation for a few reasons:
- Because, specially at higher MMR, smart survivors who fall for a Trap once won't fall for them again, and that gets worse against SWFs with good comunication. That means: once the survivors see the trap, they will check for it the next time or not risk stepping there again. They don't need to know about the ad-on, they already do it today. So it will hardly catch a smart survivor twice, and in some cases it not even catch anyone else. Sometimes they might see it before they fall for it, and then the trap might become completely useless for the whole trial, which means you need to be way more careful to where you place traps, and even if you make no mistake, survivors can still discover it by crouching carefully and the trap will still become useless.
- If you place a single trap in a pallet loop, that trap will become useless once the pallet is gone. That includes putting a trap on one side of the pallet when you have to pick up a survivor there and doesn't want to get stunned. It also applies to lockers traps against DS users.
- This is the BIGGEST issue: sometimes Traps move from their placed location without being picked up. When a survivor steps on it, it might move it's center to where its hitbox met the survivor's... or at least that's how I think it works. What can be noticed is that it slightly moves when a survivor steps on it. While using iridescent stone, I've seen a trap leave the front of a window without being picked up, and therefore stop working against survivors vaulting it. Imagine if you can't even pick up the trap and rearrange its location after this happens.
- And finally, while carrying all traps from start is a gamechanging thing, it's not overpowered to the point of needing such a huge downside to balance it. Actually, this downside might make the perk quite rare to see in matches. I think the add-on could be released with a much less limiting downside, or even with no downside at all, and it still wouldn't be OP. As shown in the developer update, it will be one of those very-rare (purple) perks that aren't worth using because of their huge downsides, and I that's not a good thing.
- Survivors who fall for a trap once can and do fall for it again as long as they don’t see you reset it, since they often assume it’s now disarmed. I use the iridescent stone for this and it works more often than you’d think. Even if they don’t, the same trap can work on a different survivor.
- True. So don’t use those kinds of traps, go for traps around key areas and central structures.
- They fixed this months ago, traps don’t move on their own now.
- They made it like this so the Trapper can’t just immediately start trapping every entrance to the basement and then hook people there. It is actually a strong effect for an add on and this downside stops people from cheesing it in that way.
- Also, people complaining about choke point traps and Dead Hard? Lol, why would you even use a choke point trap at this point in the game’s lifespan when DH is so ubiquitous? Tell me you don’t play Trapper without telling me you don’t play Trapper.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2514953#Comment_2514953
Ranged trap reset. Imagine if trapper could re arm a trap from medium to long distances. Put the ability on a cooldown and suddenly you can give the trapper more presence. Huntress can be top tier all it requires is some creativity and a willingness to do something nuanced.
Was a really bad idea to feature trappers sack. The add on screams i have no idea how this killers works. Since the trap moves out of position when stepped in.
They fixed the ‘trap moving out of position once stepped in’ thing months ago. It now stays in the exact place you put it.
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@VitoSa said:
https://forum.deadbydaylight.com/en/discussion/comment/2515387#Comment_2515387
They literally have the same powers
OK.
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Because you like Spirit and enjoy playing her. That’s the only reason to play any killer that isn’t Nurse if all you care about is playing the strongest killer and winning as often as possible. Nurse will never be topped.
