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cyniChris

cyniChris

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cyniChris
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  • His hitbox feels awful. It looks like you hit a survivor but nope, game said no. Then there's the grab bug where the grab is completely ignored. Wesker feels worse than the PTB, honestly.

  • The counterplay is simple - maintain as much distance as you can, and when she charges a blink in range of you, fake going one way then run the other when she starts the blink. Then the next time, commit to the direction cos she thinks you're gonna double back. Mix it up in subsequent chases, and always put as much distance and obstacles between you and the Nurse as possible.

    Yes, range addons are a problem but they're getting patched literally today, then all you'll have to worry about are the really good Nurses.

    Having to actually use your brain instead of mindlessly holding W or running in circles is NOT a problem.

  • @Seraphor said:

    They're never going to make it 'physically impossible to camp' because that removes player agency.

    It's the killers choice to camp, to give up all other pressure in order to secure one kill or additional hook state.

    Camping is a valid strategy, and there are a whole host of scenarios in which camping is either not toxic, the survivors fault, or the killers only recourse. Just because there are a few scenarios in which camping is 'toxic' and 'unfair', doesn't mean an entire facet of the game needs to be killed.

    The problem is that doing so doesn't come at a high enough cost. Raise that cost so that the killer loses more by camping earlier on in the game, such as increased gen speeds or something, and you'll see it done a lot less.

    Either a basekit feature that increases the repair speed of all other survivors by 5% while the killer is within 16m of a hooked survivor.

    And/or a survivor perk that increases repair speeds by 10-15% while the killer is within 16m of a hooked survivor.

    Every time someone brings up "X happens when killer is within Y range of hook" they ignore the fact that survivors can purposely loop near the hook, thus granting the effect from the killer camping without the killer actually camping. That's why Reassurance got nerfed and will probably see another nerf in the not too distant future. You can't punish camping without punishing people who aren't camping, and that's simply not fair.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153818#Comment_3153818

    You have also the other end of spectrum. There should be some kind of rare achievement if you get successful sabo play on saloon - you can even have swf to help you. The game is very similiar. Coldwind has 1 double hook sometimes, but apart from this bug hook spacing is ok.

    Just try to play sabo survivor to see how hopeless it usually is (outside of midwitch and RPD). Also compare it to flashlight and see how brutally more value you can get...

    Looks like someone didn't read my comment - I mentioned Coldwind's double hooks :)

    The entire point of hooks is the killer should be able to reach one within the 15 seconds it takes for the survivor to wiggle free. If they can't and nobody is sabotaging or body blocking, there's something wrong with the hook spawns.

  • Hook spawns across the board should be looked at tbh. There's far worse than Groaning Storehouse.

    RPD has very few hooks. If one is sabotaged, the correct play is to drop the survivor because 9 times out of 10 you will NOT reach another. The PTB versions were terrible, as well - the west side of the east wing variant has no hooks on the entire west lower floor after the main hall, meaning you can't be hooked if you're downed in the office or evidence lockers and the main hall hook is gone or sabotaged. Even a single protection hit is enough to almost guarantee you won't be hooked in a lot of situations.

    Midwich can have zero hooks on one side of the map sometimes, meaning you can't be hooked if you're downed there.

    On the flip side, there's hooks that can spawn virtually next to each other on some Coldwind variants.


    Hooks need guaranteed spawns instead of RNG, and the spacing should be consistent.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152703#Comment_3152703

    I don't think anyone ever questioned the power of coordinated swfs.

    They don't even need to be co-ordinated cos you can see the bar flash to indicate the hook timer's paused AND the survivor glows white under the effect.

  • It amazes me how most survivor mains are completely ignorant to the fact that the perk can be abused against non-campers.

    Someone hides near the hook, pops Reassurance, goes back to their gen. The next person in chase runs to the hook, pops their Reassurance, and keeps going. There is no threat to the hooked survivor's life and the survivors not being chased can finish gens. The killer is not camping, but they're being punished for camping.

    If you think scenarios like this won't happen, look no further than base kit BT and OTR - both intended as anti-tunnel measures, but both often used to body block for rescuers or other teammates. Remember how often old DS was used aggressively and had to be nerfed into the ground? Just because something is intended to be used one way doesn't mean it won't be used in other ways.

    And this is without even taking into consideration the fact that it can be abused to hold a survivor hostage. Can't wait for the 3-man SWFs to run past the poor solo on hook just to keep them there.

  • I'd love to be able to see my own MMR. That'd be a nice start. Add an option to hide it to the "streamer mode" options as well, and there's literally no excuse to keep it from us. I don't care what my opponents' MMR is - I'd just like to see my own. That way, I can start questioning why it's way higher than it should be on half of the killers I barely play :')

  • Yeah, I can't wait for my teammates to throw themselves at the killer chasing someone else so they can try to get an endurance hit then complain about being "tunneled".

    It's bad enough how often that happens now with OTR. Come next patch, they'll be doing it even faster.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149218#Comment_3149218

    do you need evidence? like how killer ques are as bad as ever? do you think thats a coincidence? Lets not be naive here, they are pushing people away with these horrible ideas they implemented with the dh destroy patch.

    What does any of that have to do with what I said?

  • A simple solution would be to make the tokens grant a higher percentage early, but less as the match goes on. So the first would be 10%, then 8%, 6%, 4%, and finally 2%, adding up to a total of 30% instead of the current 20%, but giving more of a benefit during the match.

    Could also add a hooking speed increase and (non-stacking) stun duration decrease to it, and it still wouldn't be that strong IMO.

  • I was looking forward to running AA and Starstruck on Wesker.

    I mean, I still will, and I'll probably still get value (just look around before you hook, duh), but... um... wait what was the problem again?

  • Wesker being fixed is great. Shame Awakened Awareness got nerfed because of Nurse, though.

    All they need to do is make Hyperfocus not work with Stake Out and the game might actually be in a good spot for once.

  • BHVR can't do anything right in your eyes, huh?

    Reassurance, in its PTB form, was abuseable to a point where it could hold survivors hostage or make survivors literally never die.

    Just because SOME killers camp doesn't mean the killers who don't should be punished. Just because SOME killers camp doesn't mean survivors who just want out of the game should be held there against their will.

    Reassurance gets a nerf, while still being a very strong perk, and you act like you'll never see it. It'll be as common as old BT - you'll see it in virtually every match. And it WILL win games.

    Stop whining because you can't abuse a perk.

  • It adds a max of 3 minutes to overall hook states per survivor using it. Other survivors can see when the hook timer is paused, so even without comms, you can see when it is in effect.

    But it's "dead for solos" because you think it won't be used? It'll be as common as BT used to be. You'll see it in virtually every match. Survivors will take forever to die, even if the killer isn't camping :')

  • I've not played much since 6.1.0 - does the haste effect run out if the survivor gets hit? I don't recall noticing it when I did play.

    Because if it doesn't, 10 seconds of 110% movement speed (coupled with Sprint Burst potentially) is excellent. If it DOES run out on hit, this change won't make a difference.

  • To go into more detail, tunneling is intentionally focusing on one survivor and chasing them repeatedly until they're dead, ignoring any other survivors in your path.

    It's often the best play to get someone out of the game ASAP and make the rest of the game easier, or if you're down to 1 or 2 gens left and you need a kill to slow the game down.

    Whether survivors like it or not, it will always be a strong tactic - even if the game gets balanced around the killer being able to get 12 hooks without doing it. If anything, balancing the game in such a way will just make tunneling stronger.


    It's not tunnelling if the survivor runs at you off hook (whether they want out of the game or they want to use their endurance effect to body block for their rescuer) or they just happen to bump into you shortly after being unhooked, nor is it tunneling when a survivor is unhooked while you're still close and their teammate hides. As much as the survivors will complain, you're not going out of your way to chase them in these instances - you're just not letting them go when they're right in front of you and it's the correct play to down them again.

  • Looping is still strong, dropping pallets and running away is still strong, CoH is still strong, and Dead Hard is still strong - you just have to time DH better.

    DS, yes, it's pretty weak, but all your other complaints? Nah. Good killers and survivors do winstreaks, and the fact that you haven't found survivor winstreaks goes to show you're not even looking for them.


    The game not being a bully-fest any more is healthy. Learn to play smarter and you'll win plenty of games still.

  • I mean, you've kinda got a point. Tanking your MMR at least makes it less likely for you to run into cheaters.

  • Thana got nerfed because survivors didn't want to split up and run away against a Legion. That's literally the counterplay and it makes Thana on Legion a joke. As for Plague, cleansing at corner fountains and hiding during her corrupt purge works just fine.

    I've been playing since 2018, before those two killers were even added, and the correct way to play has always been to avoid (or at least, avoid being hit by) the killer. Now because of some crybabies, a mediocre slowdown perk gets nerfed into the ground. Utterly ridiculous.

  • A gen at 99% that gets hit by Pain Res will go down to 84%. Pop brings that down by 16.8%, plus the default kick's 2.5%. That's 34.3% of a gen, plus potential regression. 30.8 seconds for a killer hooking a survivor, waiting 30 seconds themselves, and taking 2 seconds to kick the gen.

    The killer's time wasted is more than the progress removed by these perks, and that's at their most effective. Yes, you'll see it used a lot, but if survivors are working on separate generators (as they should), the survivors will make more progress than the killer will prevent.


    Anyway, Merciless Storm should have just been changed so that if a generator's progress is above 90%, the skill checks trigger. It's not exactly a complicated line of code to change.

  • I love when people bring up Steam charts without actually looking at the patterns.

    People come for events and new chapter releases, then leave again.

    The average player count at the moment is still higher than before the anniversary event.

    If you want to point out low numbers, look at April 2022. That was the lowest average and peak player counts since February 2020. What happened around that time? The Ghostface and Legion reworks (coupled with music issues), the Haddonfield update (lots of god windows, up to 4 pallets on "house of pain", and the bug where survivors couldn't be picked up next to fences), MMR changes (basically making newer players face more experienced ones for the sake of faster queues), and - most importantly - when the rubberbanding issues started.


    But sure, because a patch that actually makes the game more fair is out, people clutch at straws to show everyone the game is "dying". I guarantee Project W will bring in thousands more players, and if leaks are to be believed (which I won't talk about here), even more will come in later in the year (or early next year). Oh, and don't worry - there'll be big dips a month after Project W and the next DLC as well, so I guess you can trot out the Steam charts again then :')

  • That's what the devs are trying to do - buffing killers so it it feels like less of a necessity to camp (or tunnel), rather than punishing it. The vast majority of killers will do it significantly less (after a bit of adjusting) and only the ones who want to camp (or tunnel) right off the bat will do it.

    As for banning, nah. If they start punishing killers, they'll have to punish stuff survivors do as well, and that's a whole other mess nobody wants.

  • There's multiple perks AND maps to help you find and cleanse totems. There's so much downtime as survivor that you can easily get all 5 totems done.

    If a killer camps at endgame, leave instead of giving them more points and wasting everyone's time. The only reason camping is so effective is survivors are always so desperate for the 4-man escape.


    Also, please share your build with the rest of the class. I'd love to see how it's likely 3/4 second chance perks.

  • MMR doesn't work. It has never worked. All it's done is make the new player experience significantly worse and the high end boring.

    The old rank system, for all its faults, at least matched new players with other new players.

  • Slap a timer on it so the survivors can actually have a win state (when the timer runs out) and sure, it'd be a fun little mode.

    Devs will never do it, though, because they want ONLY ONE MODE TO NOT SPLIT THE PLAYER BASE whilst not realising that more modes = more reasons to play and more archive stuff to do.

  • If you can see the grab animation start on both sides, then it should be a grab. I've seen so many killers get the grab animation only for it to fail, and it's beyond unfair. The fact that survivors can outright deny an intended game mechanic without even doing anything is absurd.

  • I'm sure this thread will be full of "grades aren't used for matchmaking", but look at the perks here:

    You have teachables from 4 different survivors. The others clearly have their own characters' perks and some general ones. That alone is enough to show how busted matchmaking is. The others are probably all new players with <20 hours in-game each, and they get matched with you, and you've played long enough to unlock several characters' teachables. How long do you think that Spirit player is gonna keep playing killer if their games are like this?

    The new player experience sucks.

  • Boons are easy mode, plain and simple.

    Get hit, run to the boon area, and either get downed and pick yourself up for free, hide cos your scratchmarks are gone, or heal back to full for free, or any combination of the three. And that's if you're on your own - with others you can heal in as little as 3 seconds. There's no skill required to win using these things.

    I'm having a lot more fun running the Blast Mine/Repressed Alliance combo. Wastes a killer's time in a different way, and is funny as hell with some of the stun noises.


    Circle of Healing is the most overpowered survivor perk in the game. There has to be a downside to being given such fast heals for free, and 14 seconds of "wasted" time isn't it.

    I think healing seriously needs reworking overall, because survivors have around 20 perks that increase healing speed in some way, AND medkits, which can be preserved by using Streetwise and Built to Last. Either base heal speed should take longer, heal speed bonuses should be capped, or there should be a minimum healing time.

    You could say "don't bring those perks", but when I don't, my teammates will. No control over that.

    Despite several much-needed nerfs (DS, Object, toolboxes, medkits, keys, fast vaults, etc.), survivor has gotten easier to play. I escape significantly more now than I did 6 months ago. People complain about killers camping and tunneling, but can you honestly blame them? It feels ######### to lose! Honestly, I think that kind of playstyle is justified now more than ever due to the poor state of balance in this game. And the more survivors get handed easy wins, the worse it's going to get.

  • Matchmaking doesn't work. Plain and simple. And it's nothing to do with SWF.

    I started a fresh account a few weeks ago. By my second match as killer, with only 2 perks (thanks, tutorial bloodpoints!), I was already facing survivors with stacked meta perks.

    It takes an absurd amount of time to unlock teachables, and these guys had teachables from as many as four different survivors to the ones they played. That requires leveling 4 separate characters and the one you're playing up. It takes roughly a million BP to go from level 1 to 40, so we can assume that they must have spent a minimum of 5 million BP. Say you average 20,000BP a match. That's 250 matches.

    250 matches of experience vs literally one prior to this match. Granted, I had a lot of prior experience and still won, but imagine a new player gets a lucky 4K in their first game. Now they're facing considerably more experienced survivors. Why? There's plenty more new players joining the game. This shouldn't be happening.


    And on my main account, I dodged a lobby a couple of days ago as The Artist - a killer I have played for 5 matches - because I saw survivors with 4000 and 6000 hours in-game (according to Steam) that I've faced on other killers before and know to be very good. I re-queued and got a lobby with survivors who had 200 hours at the most and got a relatively easy 4K. Same killer, same MMR, wildly different survivors.


    Say what you will about the emblem/rank system, but it put new/inexperienced players alongside new/inexperienced players for the most part. Sure, the skill disparity at the old red ranks was huge, but all it needed was more ranks added (simple enough to do) and a stricter rank reset (like we used to have), and matchmaking would have been a lot more reasonable. Instead, new killers get fed to the wolves with this current system. If I was new to the game now, I wouldn't want to play killer. Ever.

  • Either none or one on most killers.

    Corrupt isn't a regression perk, but I run that on a lot of killers - frankly, I think it should also apply to totems and be base kit until maps are balanced and survivors stop spawning right next to gens, but that's another topic for another day.

    As for why, I run regression when I want the match to last longer than 5 minutes (i.e; when I'm learning a killer or doing archive challenges) or when I'm playing a weaker killer, and I don't when I'm confident in my skills or playing a stronger killer.

    Also, it's funny as hell to see how many second chance perks the survivors need to run to win against killers with no regression perks.

  • I ran perkless Huntress for a 9 hook 1K earlier today. The 3 who escaped were all injured and on death hook. I played incredibly fair (by survivor standards, anyway) and guess what?

    "Haha only 1 kill".


    Play how you want. Survivors will find a way to be dicks to you regardless.

  • Oh look, it's almost like the game has no indicator of how good someone is and no in-game explanation of how matchmaking works, so all we have to go by is grades, which aren't used for matchmaking, but the game doesn't tell you that they're not used for matchmaking, so posts like this will still be common.


    Hey devs, hide grades or show MMR instead :)

  • I used to be able to play killer for hours on end if I wanted to, but now I'll do one or two games then I'm done.

    I don't think Behaviour can actually do anything to make me want to play killer for an extended period of time any more. It's 100% down to the DBD community. From mid to high MMR, I am facing the most toxic survivor players I have ever encountered. I can handle the dumb stuff like clicking and teabagging, I can deal with the occasional hacker (which I see now more often than ever, by the way), but several survivors have taken it outside the game, repeatedly harassing me in DMs on other platforms.

    Why the ######### should I queue for 10+ minutes for that kind of experience?

    And no, it's not ALL survivors, but holy #########, the ones I've run into over the last week or so are genuinely disgusting people. And I'm normally fairly chill about the game - I don't care how the other side plays, and I just try to have fun. Someone harassing me for playing "fair", though? Nah. I'll just survive with my friends and run dumb meme builds. Worst thing that can happen to me is I'll get tunnelled and BM'd on the hook, but then I can move on to the next game like a sane human being.

  • It's gone downhill since the Silent Hill DLC came out and has only marginally improved at mid-chapter patches before plummeting back down at the next DLC launch. Resident Evil, the one franchise I've been wanting in DBD for years, was a disaster.

    When was the last time we had access to all the maps for longer than a week, by the way? Start of June? Oh, but that was around the time there was the massive desync issue, right?

    It can't carry on like this. New content and cosmetics won't be worth a damn if the game can't function properly.


    God I hope VHS is good.

  • Killer queues get longer with higher MMR, cos there's not enough survivors at high MMR. It's nothing to do with the amount of people playing - it's the amount of people *at high MMR* that's the problem.

    Remember when Dowsey had hour-long queues? It's cos his MMR was so high that no survivors were on his level :')

  • We probably don't see our scores because forums and Twitter would be bombarded with mismatched scoreboards, much like with the ranks... and the grades right now...

    Either that or the alleged maximum will be revealed and that'll lead to more complaints.


    As for why they won't tell us how the system works, I have no idea. People will still throw games to lower their scores and there is nothing the devs can do about that.

    Personally I think they're afraid of being transparent because the system has taken a year and multiple failed tests to implement, and if they show off how basic it really is, it'll highlight their incompetency.


    I applaud their desire to improve matchmaking, but the way they've gone about it is all wrong.

  • A killer goes out of their way to play nice. They get 8 hooks, and no kills. The survivors click their flashlights to no end and teabag on their merry way out. The survivors bombard the killer with "EZ" and hateful messages.

    That killer then goes on to camp, tunnel, do whatever it takes to win, and not give a damn what the survivors think about their playstyle because why should anyone play "nice" in this game if they're going to be met with endless toxicity regardless of how they play?

  • If someone last second swaps to a flashlight, I know they're gonna play like an idiot and try to get blinds on every down I get. It's free pressure :')

  • Just wait for reset and do it then. The requirements are much more relaxed at low ranks/grades.

  • If it's not disabled, I guess I need to submit a bug report.

    My bad. So hard to tell with this game, sometimes :/

  • 1) Rarely. Hell, I barely see it in SWF games either.

    2) Only if I'm the first one hit by it, which even then isn't very often. Teammates either leave or throw the game cos they gotta get those altruism points...

    3) If I see a lit one, or there's a dull on my way to a gen. It's not often that I go out of my way for them, but if I see one on my travels, it's gone. Exceptions would be when a killer has 1 or 2 hooks by the time there's 1 gen left. I'll look for totems then, unless I've already identified all 4 of their perks.

  • There's posts like this daily.

    The same "solution" that has already been tested and abused by survivors.

    We really need a pinned post in here about these "camping solutions" cos it's getting tiresome.


    Do gens. Escape. Stop giving campers more points and kills.

  • I love how this thread has devolved into "You play meta Blight, get good".

    Blight is hard to learn and gen regression is necessary on 90% of killers anyway, either because they lack mobility or that player is still learning the killer in question. Stop assuming because someone's playing a strong killer that they HAVE to be good at them.


    Anyway, yes, games go by too quick because survivors often have instant access to several gens before the killer can even walk across the map. Spawns are complete BS and in dire need of changing.

  • The in-game tutorial section explains it pretty clearly.

    Put simply, a win for the survivors is to finish all 5 generators and escape through the exit gates, and a win for the killer is to kill all 4 survivors before they can finish the generators and escape.

    Until we get an response from the devs, those are the official win conditions, I guess.

  • You can hit green ranks with not even 10 hours played, and by that time you can face players with 2000+ hours in-game. The average skill of players between green and red ranks is virtually the same. Why? Because it resets monthly. A veteran could take 5 weeks away from the game and go from rank 1 to rank 9 (and even lower with the older, stricter, rank reset).

    Those red rank players could have played less than you overall, but more in that one month. Rank is not - and never was - an indicator of player skill.


    Dunno why you brought up skill-based matchmaking, though.

  • @Mandy said:

    As of right now there's no specific plan for you to see your own SBMM rating - this might be something that is implemented in the future, but not right now.

    With regards to game specific things that could increase/decrease your SBMM rating, we're deliberately not giving out this information as we want players to play the game as they normally would do and allow their ratings to adjust naturally.

    Honestly, this feels like a weak excuse. If players want to lower their ratings, survivors will throw themselves at the killer and die, and killers will AFK or just not chase survivors. You can't stop it.

    It's not like you even have to be specific about it. For example: "Are chases taken into consideration?" Yes/No. Not the specifics of the chase - length, pallets used, did the survivor camp every pallet, etc - just a simple yes or no answer. Because if the last test was anything to go by, kills/escapes were weighted far too heavily against anything else - if the system even tracks anything else.

  • I don't want SBMM because the last test did nothing but raise my blood pressure, as I was consistently matched with new players and still dying because I ran out of pallets while my teammates refused to do gens.


    But please tell me how the system is absolutely perfect and that I'm not as good as I think I am because I die to bloodlust :)

  • I love how every argument here is against killers, and for some reason bringing moris into the equation.

    Have you ever played survivor with a solo queue random who brings a key, does nothing all game, then jumps out the hatch as soon as it spawns? I find that far more stressful as a survivor than going against keys as killer. 3 survivors trying to work together while 1 hides is a miserable experience. I'm all for the removal of keys, or at the very least a reworking of hatch spawn logic so it only spawns when 1 survivor is left or after all 5 gens are done. You get to keep your achievements as they are, that way.


    Apparently the devs are working keys and moris into a core mechanic that has to be earned, if the 5th anniversary stream was anything to go by. I have my doubts, though. We've still had no word on the start of a match equivalent of the end game collapse from the 4th anniversary...

  • When the penalty was last turned off, almost every single game I played had at least one disconnect. The penalty needs to exist. A grace period would just encourage more players to disconnect.

    It sucks for those who have genuine internet outages, but when your connection is stable, I'm sure you'd rather actually have a match than have one of the survivors disconnect and the killer be pretty much handed a win or the killer disconnect and everyone goes back to queuing.

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