getuy45u4iu
getuy45u4iu
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Playing killer can probably be enjoyable when you lower your MMR by letting all survivors escape. Going for as many hooks as possible, enjoying being dominant in chases, in the end just letting everyone exit to avoid getting to higher MMR. It may be frustrating to let everyone out, but if you initially start a match with this intention, maybe then you won’t be so frustrated. Winning with four kills is fun and satisfying, but having a dynamic match, downing and hooking a lot is also a fun aspect of the game, even if they all survive eventually.
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This game in fact allows for such toxicity and nothing can be done about that. Some people play only to humiliate and troll others in game and in chat, it’s how they’re having fun. Defeating four trolls spamming insults is impossible, so it’s better to not participate at all, post game should be kept closed at all times.
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Yes, it should be kept closed. Nothing is going to change with the chat. Making it optional seems a very easy thing to implement, but the developers don’t do it. And talking to trash talkers will only make you more engaged and addicted to the game itself, which is a bad thing. They all should remain unnoticed.
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End game chat should be just kept hidden and never opened. Otherwise you’ll get very frustrated since you’ll keep reading same complaints over and over again, regardless of how you actually played your matches.
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That’s the right decision. There’s many other good games to play.
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Yes.
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Probably everyone is expected to have around 50% win rate, so if a good solo player is winning a lot, they will be given worst possible conditions (teammates, maps, opponents) to bring them to the desired win rate.
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MMR exists to ensure 50/50 kill and escape rates, this will be used as the reason to state that the game is perfectly balanced.
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I don’t think it will change anything. Playing “fairly” is exactly what they want from killers, so that survivors are entertained with chases and interactions, but still escape, happy end. Killers don’t matter in this scenario. Stats also don’t matter as long as survivors are happy, Spirit and Slinger were nerfed based off survivors feelings, not stats. Only if survivors have long queues, then maybe something will change, or maybe they will add killer bots to low mmr, who knows.
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I don’t believe in this elitism explanation. Players already shame each other a lot for using certain perks, characters or playstyles. Standard advice is to hide chat, hide profile and not communicate. Same could be easily advised for those afraid about low MMR shaming. Probably matchmaking is not designed fairly, that must be a real reason for hiding it.
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Now I think switching killers was disabled not because of individual killer MMR, but rather to avoid situation when you see a good team in your lobby and can switch to your favorite killer that you're good with. So that good survivors could have more chill games and don't have to sweat all the time. Individual MMR in theory is good, but in practice it's not transparent, and from my experience I doubt it will help killer players in any way.
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It is up to survivor mains to decide. It’s their game and they decide the future of any killer. Whoever they complain about the most.
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I hope survivor mains will show how greatful they are for the Spirit nerf and buy the upcoming survivor DLC in vast numbers.
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Yes, DH needs a nerf because it’s too strong, giving iframes, unlike other exhaustion perks, and giving distance before hit, so killer can’t do anything if DH is timed properly. Also extremely frustrating, why do survivors fix their mistakes so easily when one killer’s mistake can cost them the entire match? DH takes skill, but less than other exhaustion perks, where you should plan ahead and save it. Survivors would do just fine if DH just got removed from the game.
Also I don’t understand why you ask the killer to show his perks? Looks like same whataboutism, that some people don’t like when someone brings up survivor perks in a NOED thread. And I don’t think anyone is going to be ashamed of running DH. People running it are probably so used to it they won’t feel comfortable with any other exhaustion perk.
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No, now every game is sweaty, on every killer. I don't mind strong survivors, but also worst maps are given and queues are too slow. I'll get back to playing killer when queue times normalize.
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It doesn't feel like there's any individual killer sbmm, survivors are the same skill level across all killers.
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I was also getting insulted by survivors almost every day that I played.
I couldn't find any other workaround to avoid that other than closing the chat and escaping post game screen asap.
Should just remember to never open the chat and never accept any request on the platform.
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It’s boring for many survivors to just do gens and escape. It’s way more fun to attempt a cool basement save against a camping Bubba or some other risky action. I wish survivors were always playing safe and efficient on gens, that would show how strong they are and how much killers need buffs.
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They don’t care. Existence of any strong killers stuff, be it strong killer, perks, addons or strategies, is used by some survivors as an excuse to BM and insult killers. Just don’t go to the gate, let them teabag each other.
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Yes, MMR with each killer should be visible and leaderboards with each killer should be public. Getting 2k on average all the time and having no clue if you’re getting better at the game is monotonous and not fun.
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Yes.
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I think kill or survival rates don't matter much, because too many survivors don't care enough about survival.
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I've been playing solo survivor for the recent week and escaping way more often than dying in purple ranks. I played to escape though, not to farms points or pips.
Some survivors play inefficiently, doing very risky moves or wasting time instead of doing gens. The game encourages altruism too much, survivors seem to compete with each other for unhooks because it gives many bloodpoints. Also DCs and early hook suicide increase killer chances greatly. Killers who don't try to kill one survivor asap rarely have chances to end the game with more than 2 kills, unless someone DCed or hook suicided before.
I think that if the game rewarded survivors more for actual survival and if survivors were always playing for escapes, then with the current balance the survival rates in high ranks would be above 50%.
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I suppose some killer players try to be nice to compensate for playing the role of a "bad guy".
However, if they play long enough and don't turn into survivor mains, they stop caring because being nice is rather punishing than rewarding in this game.
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Survivors are not motivated to get better at the game, because no one cares if they played poorly, while killers get teabagged and trash talked and then learn to play better to avoid that or get revenge.
Also it’s harder for survivors to learn how to counter specific killers because they don’t control what killers they verse, while killer players can play a day or two with a certain killer only and learn their ability better.
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No. That would make the perk way too strong.
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Good build, but I'd swap Undying for Pop. Pop is more reliable. Survivors won't probably like it, but who cares. They have their own very strong perks and they mostly think their perks are totally fine.
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I like Hag and I wish there was more powerful preparation killers like her.
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Strongest killer perks and items are not toxic, they're actually very needed in case you encounter survivors who are much better than killer and have an intent to bully or ruin killer's experience. Yes, this happens not often, but unless killer is checking profiles before game, it may still occur and the killer will have such a bad experience they may never want to play as killer again, quit the game or turn into a survivor main.
What is toxic in this game is teabagging, kebabing and post-game communication. While teabagging can't be removed, the devs could do something about other things, such as give options to disable chat in settings or give an option to hide profiles after the game.
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Agree, that would be a good buff to make this process less annoying. The need to take into account time of the kicking animation seems counterintuitive. If Killer manages to get to the gen in 45s., then it will be fair to gain the perk effect.
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It was surprising to hear that moris are toxic and killers need to earn it, while there are many toxic and unearned things survivors posses, but all of that was never mentioned for some reason.
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I agree it’s boring for the killer, but probably this mechanic won’t change. I would not care much for the hatch escapes, if it was not accompanied by teabagging on hatch and EZ in comments afterwards. But probably survivors should actually earn their escapes by completing their objective, not get out for free because killer felt bored to slug. Just slug more for 4k, you’ll get used to it and learn how to find them quicker. They also feel bored when hiding, at some point they may just give up.
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I noticed the same pattern as well, even the reason they use is the same as with Freddy, that the killer is too easy to play. Probably they think that if it worked with Freddy, then it'll also work with Spirit.
However, Freddy was also the killer with the highest winrate (based on the latest stats from the devs), while Spirit is different, being behind Cannibal, Pig and Doctor from the same stats. So to me it will look weird if Spirit gets nerfed just like that based on survivors' complaints and without any stats or objeсtive reasons.
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Play for your fun and never care about anyone else's fun. It's their responsibility, not yours.
When you're new, it's natural most players are better than you. Try to analyze your games and learn from mistakes to become a more efficient killer.
Try different killers, use strongest perks and addons to increase your chances.
I don't own PlayStation, but I heard you can get people banned, if they insult you and you report them to PlayStation properly. It's a good feature.
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I think NOED is fine.
It's not fun for newer killers to get 3-4 gens done in under 5 minutes, sometimes it happens to experienced killers too though. At that point they may just want to DC or go stand AFK in the corner. It may seem to them that nothing can be done, but NOED gives some hope to proceed with the match normally. Other than that, NOED can be equipped as a backup, just in case you made some mistakes in the beginning or were unlucky.
And there's many survivor perks that are not earned, and most likely those perks won't change any time soon, Lucky Break is also buffed to that level. There's no reason to be demanding to one side only. Either there should be no unearned perks on both sides, or they should be present on both sides.
It also seems that not everything needs to be perfectly fair for everyone, fun is probably more important than fairness, that's why if NOED is fun for some killers (if they prioritise kills over pips, for example), then it can be used. Keys and survivor perks and kobe may seem unfair to killer, but killers can still try to play around that. Same as survivors can try to play around NOED, and there's no need for any totem counter as base kit. NOED is a perk slot. If you don't like it that much, use your perk slot for Small Game.
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It's the worst change in the upcoming PTB for me. Current stun duration feels long sometimes, now it's going to be even longer.
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Killer is the better role by far.
Playing Killer may be felt as stressful mainly because of the post game interaction (when other side actively evaluates and judges you), not gen speeds, not in-game actions.
Deathslinger is best designed and most fun killer to play as.
Nurse is easier to play as than Spirit, provided you already learnt their basics.
Noed is a good designed perk.
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@zomp said:
https://forum.deadbydaylight.com/en/discussion/comment/2077636#Comment_2077636
The chat bubble can be minimized and nobody is forcing you to read comments before or after a game.
I know it can, but not everyone remembers it has to be minimized at all times, also someone may prefer to keep the chat opened, expecting some positive interaction. Players ofter complan about toxicity, so something needed to be done about that.
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I like this new chat filter. I wish there was an option to disable chat in settings, but anyway having the filter is better than not having it. There's a difference between playing actual game and reading insults after it, the latter is more likely to be considered as something personal. And while insults are still possible, filtering some of them out will discourage players from using unacceptable language.
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I wish there was more killer challenges to reach level 70 by just doing only them. Now I’m also thinking to stop buying rift pass since it forces to play a lot of survivor which I don’t enjoy that much.
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In my killer games survivors find keys in chests way more often than before the update.
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Not fair at all. It forces to have many bad games with bad builds. Maybe someday they’ll introduce rank reset as they planned, this should make killer adepts doable.
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Consider using stronger killers with strongest perks and addons. Make sure you read how those addons work though.
If you're on Steam and see survivors profiles and they are SWF with many more hours than you, then quite likely it will be a very hard game, so be prepared or dodge them.
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Some survivors don't realize that teabagging is toxic, they are not self-conscious. I asked them sometimes if they teabag to offend me, they said they don't. I'm not trying to justify them, but to me it is easier to cope with someone's toxicity when I understand that those people do not have intention to offend me.
Of course, there're many cases when malicious intent from survivors is obvious, and new killer players suffer from this a lot. I think the best option in this case is to learn playing killer better to be able to punish them in game. It is expected to see more experienced opponents, so you need to be patient. When you gain more experience, you'll learn some ways to deal with bodyblocking, flashlights, excessive altruism, etc. Don't be afraid to take strongest perks and addons to have better chances, but make sure you read and understood how they work. Also, if you're on Steam, consider checking their profiles in lobby. If they have much more hours than you or are a 3-4 man SWF, consider dodging, since quite likely you'll have hard time in this game.
If you feel insecure after a game, it's better to avoid any post game communication and hide the chat. I believe there should be an option to disable post game chat completely in settings, I don't understand why the devs won't consider it.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1996793#Comment_1996793
Is this a serious statement? Do you really think that a Survivor out there that teabags me three times after hitting me in the head with a pallet is saying "thank you"?
I don’t know what they wanted to tell you. My point is that survivors sometimes don’t actually think much when they teabag.
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I'm not sure that all teabagging survivors realize this may be perceived as something offending. They just saw someone else doing it and then repeat without any thought.
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I really dislike Dead Hard. To me it's the worst perk to go against. I'm curious who came up with the idea of this perk and whether that person really considered killer's fun. I would like to see that person playing killer against four competent survivors with Dead Hard, and then that person tells how he feels.
And it's not only me who gets frustrated, I often see content creators with over 5k hours frustrated when outplayed by Dead Hard, it's just written on their faces, although they might not complain about this afterwards.
I'd take accept any killer/perk nerf, if they rework DH into something more appropriate.
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If gens are done too quickly, then I think a good idea is to focus on killing one or two survivors. Two kills is technically a draw.
Realizing early that 4k is unlikely in some games and altering your strategy accordingly might be hepful. NOED is also very useful in this scenario.
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Dead Hard is very annoying for Killer. Other exhaustion perks are very strong too, but not that annoying, also they require more planning ahead, not just reaction.
They can make good perks for survivors, but how the other side feels should also be taken into account.