keygun
keygun
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- keygun
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I laugh if a killer brings noed.
Any useful perks can prevent gens from getting done, if they made it to endgame, killer already list regardless of noed kills.
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You can't bring gen rush perks AND second chance perks at the same time.
Gen rushing exists, but it's easily countered by applying pressure.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/216795/pretending-to-unhook
Its there to punish for unhooking in a killers face. Its alright as it is
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/216795/pretending-to-unhook
It's not, and it's not; and also it's not that either.
That would legit break the game, you just described it in your own explanation as to how- you literally need an entire perk WITH stacks just to prevent it. That should be the first big red flag haha.
You DO understand that people fake the unhook to bait a hit, so they can then fully unhook- often to literally sacrifice themselves to let someone escape the game or because they have like deadhard/BT or some combo, correct? How on earth is literally saving people or taking the fall for them instead toxic?
@brokedownpalace said:
Nah.
When killer isn't around and player spams unhook action...
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No, I meant a survivor spamming unhook action to be toxic to their own teammate.
A killer is allowed to camp all he wants.
But when I'm on hook, and another survivor comes to me and spams the unhook action without fully completing it... It's toxic behavior.
Pretending to unhook in order to avoid grab is obviously the smart play.
But I'm talking about when the killer isn't around and randoms being toxic?
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I don't think it's a lack of killer issue.
I play solo survivor, I get boosted teammates and strong killers.
I play killer, I get strong survivors.
Honestly starting to wonder if the devs punish us for NOT spending money.
That's how it feels.
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All keys have an actual purpose.
It replaces bond.
But even still, green keys are trash, if I find one I'll hide it in a corner so nobody touches it.
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@FFirebrandd said:
I'd like to point out that your full speed ranged killers that can actually injure survivors with their power have to channel their power before shooting, which does slow them down.
Like nurse? Having to charge her power? Moving even slower?
Nice point that holds no water.
It's about skill. If killer isn't going to use skill, neither should I.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1832715#Comment_1832715
https://forum.deadbydaylight.com/en/discussion/comment/1832721#Comment_1832721
Bruh, it sounds like the problem is less with the killers and more with the way you're playing.
Thanks for your useful input.
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@Kind_Lemon said:
...but Hillbilly is 115%* and he has a chainsaw.
*survivor-killer difference in speed is being discussed
Any chainsaw killer is simply broken.
I stopped trying against Billy and Bubba long ago.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/214934/full-speed-ranged-killers
What? Nurse can charge to blink up to 20 meters + 12 meters on second blink, PH has an 8 meters range and he slows down when reading his power.
Nurse has slow movement, slow charge, and slow cooldown.
PH has full movement, and a ranged attack to cut off loops.
They are not the same.
PH can tunnel without ds strikes, PH can zone, PH can locate.
Thus PH>Nurse and requires less skill.
Any full speed killer SHOULD NOT have a ranged attack.
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@pseudechis said:
I never understood why he's not that fun to play against. He's just an M1 killer with some mobility shenanigans.
He can cut off loops with snare, or create fake loops with pallets.
He has direct to gen mobility.
He can slow down the game with add-ons AND perks.
He is harder to see if awake, and everything becomes harder to see through while asleep.
If survivor is asleep, they glow like a Christmas tree.
Also, full speed killer.
His kit is so strong it's bananas. I think every licensed killer is made to be stronger than any base killer.
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@Claudette_Baguette said:
If a killer is at 110% movement speed they RELY on using their power. Imagine a pyramid head having to hit every time with his ranged attack, nah that would suck because it's not that reliable or good to hit consistently. Same with demo. Plague has a cooldown and other conditions to make it work in the first place so that's fair. Imagine nobody cleansing against plague and she moved at 110% all the time, she would have no power at all.
Every killer's movement speed is fine as it is right now.
So, slower killers DON'T rely on their power?
So I should stop using blink as nurse, or gun with slinger?
My point is so simple I'm surprised you missed it.
Fast killers DON'T have to rely on their power as much as slower killers.
Thus, no skill is really involved when playing full speed killers.
I refuse to play against non-skill based killers, because they were going to win anyway.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822928#Comment_1822928
You're not hearing me. If I'm stun locked, it can't be on me because there's no input from my end that will stop me from getting stunned the 2nd time.
Also, juking a Head-On is easier said than done, if you've had any experience against it. The hitbox is so huge, and stays active long after the survivor has fully emerged from the locker. And unless the survivor has bad ping or something, they will have enough time to react to you trying to open up the locker for real. Even if you do get to it in time, the game takes away your grab and gives priority to the survivor.
Even if that combo lands, I can see it being frustrating, but frustrating doesn't equal toxic.
It took me a while to realize in full that just because it's frustrating, it's not fully toxic unless YOU let it under your skin.
Actual toxicity is after game chat stuff or whatever, but in game, killer tries to kill and survivors survive, using all tools given by the game.
Tbagging in game is a diversion more than a toxic measure, locker stringing ds sounds the same.
The survivor is using all tools in the kit.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822875#Comment_1822875
But they totally can survive the match if they're in a big enough lead. That's the most annoying thing, is when they waste so much time BMing and still escape, because the match conditions are so in their favor.
If you get ds stunned, then see them jump back in a locker for a head on. That's still on you as the killer.
Couldn't spend one minute chasing someone else? Can't fake a locker grab to juke their head on?
That's on you boo boo.
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No.
Bad idea.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1821541#Comment_1821541
You are 100% wrong.
Undying grants the Hex that any OTHER Hex will transfer. If Undying gets cleansed, the effect is gone.
Again, if Undying gets cleansed first, then Ruin is found, they are both gone. They will not come back.
As a killer main myself, you are One Thousand Percent Wrong.
Can you do me a favor and post a pic of undying? I remember the hex and other text is separate, meaning I'm right... If they changed it, I'm wrong.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1821371#Comment_1821371
If Undying is cleansed first, and any Hex totem after, they're all gone.
Nothing transfers if Undying is cleansed first.
Unless they changed the text, I'm sure you're wrong.
The hex undying allows you to see survivors within totem range.
The secondary ability (hex swapping) is not a hex, but a perk.
I may be wrong because I haven't played in 2 days...
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@DeadByCommunity said:
Honestly ruin an undying are fine since not all killers can use the perks well and it's a 50/50 of undying is cleanse first. Take in to consideration totem spawn and map size, and on order for the killer to make use of those 2 perks they have to apply pressure it's not free such as ds during end game collapse or a person with BT going for the save infront of the killer. Ds is a design flaw but ruin an undying require 2 slots an actual presser from the killer to even make use of an it's still a 50/50. Survivors just need to optimize their game play better.
You're not reading undying right.
It doesn't matter if you cleanse undying, any hex will still transfer.
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@Bananaboi said:
The croatian provider is a 20 year old scam so no luck getting better connection. So i Will continue playing the game. No other way
Good luck.
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@Bananaboi said:
https://forum.deadbydaylight.com/en/discussion/comment/1812190#Comment_1812190
The only THINg drva are to blame is the ban systems unable to see disconnected by net and disconnected by user. The best fix is to limit the ban to 2 h to ne most fair to bas connection folks and to punish disconnecters
Nope.
I disagree, because you're expecting BHVR to change it's rules when you're unwilling to change your end.
Get a better computer/internet.
I play on ps4, my internet is great. I never see this problem.
Quit blaming the devs, and make more money.
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It's got bugs for days, but oh em gee it's so good.
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1) your pc is garbage
2) your internet is garbage
Not dbd or devs fault.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1809944#Comment_1809944
As I've already said before, he isnt meant to chase survivors, so I discard all chase perks, all aura reading as well because he doesnt have speed when in stealth like Wraith, if you play survivor as I do, you know where the survivors will be so things like BBQ Surveillance, Infectious Fright, Whispers and stuff like that is not needed.
Corrupt buys you soooo much time to stalk people... I rarely get less than 3 hooks before the perk ends, it's just too good. And Sloppy does the exact same, it buys you time to stalk and if they dont heal they are just a free down. Survivors are not facing a ######### Legion that lets them know is coming from 32 m away, you are facing a killer with 0 TR and no problems with hitting you as soon as he sees you, unlike someone like Wraith or Pig who both have a sound que to let survivors know they're coming.
I guess I never saw it that way. Good points.
But... thanata sloppy forces heals, and when you can just expose them and 1 hit, all time spent healing is time wasted.
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I'm only afraid of people using keys correctly.
By replacing bond with a key, you effectively get a 5th perk slot.
Iri key with survivor tracking and extended time or distance is the best way to use a key.
If a survivor wants to only use key on hatch, I wish them good luck. *sinister laugh*
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@tt_ivi_99 said:
I gotta say Ghostface is one of the most fun killers to play as and he is VERY strong once you know how to truly play as him.
I run Ruin+Undying cuz why the ######### not? Sloppy and Corrupt Intervention.
As someone who has played A LOT as him, I suggest you stalk people as much as you can.
People will allways tell you is not good to stalk, but that's just because they dont know how to play him. This killer is not meant to chase survivors, he is meant to down them before the chase starts. The time you'd spend chasing someone, spend it trying to figure out an angle from which you can stalk them, 99% them and then aproach, finish the stalk and down them.
I also recomend you activate your power whenever you see a survivor is just running away trying to lose you in a chase, find a good object to lean and 99% him, the good thing about this is the next time you see him you'll down him instantly.
I almost never chase survivors, only if my power is already on cooldown and there are more than one survivor on the same place or if I see it's gonna be an easy chase.
My point with all this is that he is not like all the other killers, he doesnt get anything good from chases, play him as he is meant to be played, stealthy.
I'd wonder if thanataphobia would be better than corrupt intervention? Ruin/undying is a strong combo and sloppy thanata is also strong combo.
Just my opinion. Otherwise I'd run discordance or surveillance instead of sloppy.
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/1809923#Comment_1809923
I gotta face off against you at some point, then! Blight Main versus Guy Who Can't Stand Blight.
I enjoy VS blight, just not playing AS blight.
But I'd love to vs blight any day considering all I mostly see is clowns and bubba.
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@dpds said:
not sure i need to update on this but just in case you guys was wondering if dbd support team is any good, here's the story:
same day i wrote to support, i was getting multiple errors, like ALL possible errors they have in the game, i could play 1 game and then needed to reconnect and so on.
the first support girl told me to hard reset my router and my NAT should be only type 1...
i didn't wanna mess up my whole setup by f#cking with my router because the issues wasn't mine obviously so i was just adding messages to the ticket with every new error code i was seeing, after 3 days a new girl came to the ticket and asked me to make a speedtest...
by that time this issue ceased to exist by itself, it was an issue with a group of ps4 servers for my region probably and they shadow fixed it without acknowledging the issue, i don't have any other explanation
the worst support i ever talked to :)))
I have had some issues at multiple points.
1) if the game is rewarding you or changing daily challenges, I have to restart app.
2) If game ever disconnects me, I restart modem.
3) if problems persist, I call isp and have tech support run diagnostics. They will find the timeout and clear it.
Even with fast internet speed, a simple timeout can clog your line. The game itself will bug out whenever dailies reset or gift are added.
Usually gifts are added around 10am, and dailies reset at different times.
It never hurts to reset app, and a modem reset a day keeps the disconnects away.
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@DarKaron said:
If you found a Killer that clicks with you, power to you, man!
I felt that way about Blight when I got him day one.
For me, I played him for all of two minutes and everything just... Clicked in my brain.
Easy 2k against a SWF squad with no perks available to me at the time.
Twins for me.
Total map pressure, unpredictable pounces, building Charlotte to be a mean m1.
If it clicks it clicks.
I can't stand playing as blight, and I don't have much trouble juking his dash as survivor. But to each his own.
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@OldHunterLight said:
*Hostage dr and old forever freddy flashbacks*
No thank you, those matches were the most boring thing out there.
Perfect matches should last 10-15 tops.
Queues taking longer isn't because of fast matches or etc, it's just one side having more players than the other.
Less killers = more wait time.
Longer matches could entice more killers. I play killer less and less because higher ranks just rush and rush.
Kinda like this post...
@MythMage said:
If they balanced the game to make the matches longer, I would absolutely love 30 minute games. I love giving each survivor a good chase, and I love the problem solving of "how the hell do I catch this toxic piece of #########?"
I hate how fast games are rn, and the only reason I hate long games rn is because they are just caused by over-immersion.
If the game was properly balanced around longer match times, maybe there'd be less of a gap between killer and survivor.
I feel as tho the game is over 5 minutes in because of the predictability. If too many owe get hooked early or too many gens pop quickly, the game's outcome is easily predicted.
The only lengthy games occur at lower ranks. Higher ranks mean faster games. I want to be high rank AND have long matches.
I'm sure there's a place where we could meet in the middle.
Maybe a new game mode for longer matches? Maybe 15-25 minute matches?
Nobody wants to be held hostage. Nobody has all day to play a single match.
But some of us would welcome even a small increase to match times.
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Victor is just a killer power, not a killer himself.
That being said, I kinda agree with you.
He feels more like a tacked on afterthought, less than a actual duality of killers.
At least he can keep STBFL stacks.
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@Opeth32 said:
The longer the better especially if the killer is a total bad ass I hate short 10 minute games the longest I got to play was 45 minutes o pure hell and fun. Just had a blast. So thats a loaded question lol
It's not a loaded question.
Some people want short easily digestible games, some want lengthy games. It's a matter of opinion.
There's no wrong answer.
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It's a tiny killer shack, but no doors or windows or pallets.
Just a gen upstairs, a basement downstairs, and a bunch of lockers.
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@Aneurysm said:
Shape of azarovs resting place, one side is back to back jungle gyms, and a main building filled with God windows and several rooms with doorways only survivors can enter. Killer shack is also there, next to main building. And also the Myers house next to that, because why not. 3 gens always spawn here.
Other side is completely barren apart from hooks and totems. No buildings, no pallets, not even rocks or trees. 3 gens always spawn here.
The 7th gen doesn't spawn in the centre, it's 50/50 which side it ends up on.
"And also the myers house next to that, because why not. "
I literally spit laughed at that.
Stahp.
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I think the best solution is more perks unlockable in killer blood web than survivor.
Any 1 survivor main and the rest lvl 40, smart.
Every killer has to power level to unlock all perks, stupid.
It's an unfair advantage to survivors always getting the perks they WANT, but killers can hardly ever get the perks they NEED.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1809760#Comment_1809760
Sorry, that was directed at @keygun as an addendum to the post above it.
Here's what I think. Yes, it sucks to have a bunch of generators get popped really quickly. But gen completion speed is not the problem. It's a symptom of the actual problem, which is that many of the map designs aren't suitable for most killers' mobility situation. Nurse, Spirit, Nightmare, Oni, and Hillbilly are the only killers who can move around very quickly, so it's no surprise that they are commonly hailed as the strongest killers in the game, simply because they can get to the gens efficiently. The maps aren't suited to killers who can't do that, because they're too big for most killers to sustain this game of whack-a-mole unless the survivors are making harebrained mistakes.
I think it's both sided?
Killers nor survivors should have any match end in 5 minutes.
If I get 4 people on hooks within the first few minutes, yeah it's a win, but it's not fun.
If 5 gens get done in 5 minutes, yeah it's a win, but it's not fun.
It takes at the very minimum 3 minutes to get into a match. At most? Wow it can take forever.
The real issue is the average game will only take less than 10 minutes.
The real issue is the lack of game modes that could extend, or even shorten this average time.
Personally, I want the game to last at LEAST 30 minutes.
I can understand wanting 10 minutes or an hour. But one size doesn't fit all. Stage size is getting smaller, when what I think we can all agree on is match times should be longer.
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@Rydog said:
And if you're getting mad at survivors because they're focusing hard on gens instead of cleansing totems or opening chests... why? Why would they do that if those things aren't urgently helping them to their goal? I'll look for totems if there's a hex up (or I'll sometimes cleanse them if I just happen to run across a dull totem), and I'll open a chest here or there if I specifically need a med kit or something. But I'm not going to ignore the main goal in favor of those things if there's no pressing need.
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1809733#Comment_1809733
I mean, I guess, but that's all in service of the main game objective. They do those things because it helps the process of completing the main objective, which is to repair five generators and exit the map.
Your goal in chess isn't to take pieces. It's to checkmate the King. You take other pieces because it is conducive to this goal. If you can force a checkmate with a bunch of other pieces still in play, you do it.
Your goal in Street Fighter isn't to throw 40 fireballs in a row and dragon punch the guy every time he jumps at you. It's to reduce their health to zero before he does the same to you. You just do that stuff because it is your character's game plan for accomplishing the main goal, which is reducing the opponent's life to zero.
Your goal in League of Legends isn't to kill minions, it isn't to defeat Baron or dragon or whatever they've been replaced with these days. The goal is to breach the enemy team's base and destroy their Nexus. You do that other stuff in service of this goal. If the opposing side is not offering enough resistance that it is necessary, then you destroy their Nexus as quickly as you can.
The survivors' goal in Dead by Daylight is to repair five generators and then escape from the map. They have every incentive to do this as efficiently as possible.
I get the ends justify the means, but as killer in high ranks you feel FORCED to run specific perks in order to counter the ONLY survivor objective.
It's daunting, having countless perks that become useless because they don't influence the main objective.
Gotta run ruin/undying/corrupt just to keep this from happening on killer side.
Gotta play in swf, otherwise a solo survivor is vs 1 killer and 3 other survivors that like to run around the map aimless.
This game is "balanced" around swf. Solo survivors are at a massive disadvantage and killers are required to use the same perks every game.
It's frustrating, daunting, not fun.
So... Don't try. Only go 10% effort on either side.
"Have fun, it's just a game"
Loss after loss after loss.
Can only run meta as killer, can only swf as survivor.
It suuuuuucckkks
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1809714#Comment_1809714
Ummm, yes? Gens are the only objectives. The survivors' objectives are to repair five generators and then escape from the map. That is the goal of the game. There is no other win condition for survivors.
This is like saying that killers think that killing survivors is the only objective. If not, then what, pray tell, is the objective?
To say gens are the ONLY objective is incorrect. Totems, altruism, chests.
For killer, gen pressure, opening potential loops so they can't be abused.
They're called SECONDARY objectives. So to say gens are the ONLY objective just because it is the win condition is wrong.
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Survivors think gens are the ONLY objective.
2 people on 1 gen shortens total gen time by 33 or more seconds.
The real issue I've been seeing is:
When I'm killer, gens gets rushed and no other objectives get done forcing me to use ruin/undying/corrupt just to balance this. Then survivors just dc or suicide.
When I'm solo survivor, nobody wants to do gens, everybody heals without thanataphobia against legion. So I'm carrying gens, and looping killer while no gens get done.
The only way to effectively play is in swf or by using meta as killer.
It is so dumb, that I've decided to stop carrying entirely.
Survivors can get mad at me for running meta as killer.
Survivors get mad when I suicide first hook.
Killers have a specific and required meta build to avoid swf gen rushing.
Solo survivors have NO counter to coward teammates and killers running meta.
Darned if you do, darned if you don't.
So don't.
Literally, don't try to win any match, yet you're still expected to "have fun" losing match after match after match after match........
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@Aneurysm said:
You will run the meta and you will play in the most optimal fashion at all times. that's an order. DBD is not a "game", it is your duty. And God help any of you that I catch having fun.
But winning is fun for me.
I guess I'll do a hundred pushups now.
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@Rubix said:
https://forum.deadbydaylight.com/en/discussion/comment/1809118#Comment_1809118
Better perks can be introduced, Meta perks can be nerfed... why is the meta still the same meta from years ago?
The meta changed for killer when they added undying... soo... I'm guessing you're talking about survivor?
But survivor meta was kinda changed when they added soul guard.
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@DoritoHead said:
Here's my advice: Play games to have fun. If running only meta is fun, do it. Whatever floats your boat. If you play only to win, you're doing it wrong.
Okay, hold on, I'm confused.
If I play for fun, I'm hurting my team.
If I play to win, I'm hurting myself.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1809004#Comment_1809004
Many high-ranked survivors can consistently hit Great Skill Checks. When they provided more progress, gen rushing was even worse than it is now.
I could also consistently hit great skill checks too, if frame rate wouldn't drop for absolutely no reason.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1809004#Comment_1809004
Many high-ranked survivors can consistently hit Great Skill Checks. When they provided more progress, gen rushing was even worse than it is now.
So instead of increasing gen time, they decreased the SKILL part.
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All in all, this is what I've learned.
Great skill checks = not worth the effort.
2 people on gens reduces the total time by 33 great skill checks.
Only run meta perks, or get rushed every match.
Correct me if I'm wrong, but my point is still valid, skill checks should determine gen speed over the amount of survivors.
So, playing survivor relies less on skill and more on teamwork.
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If I make a great skill check it's only 1% addition.
If I miss a skill check (probably because I'm aiming for great) it's a 10% penalty.
So the smart thing is NOT to aim for great skill checks. Little reward, great risk.
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1 person 80 seconds
2 people 47 seconds.
So with one person helping you it reduces total time by 33 seconds?
That's still alot of time.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/212424/diminishing-vs-incremental-returns
Your numbers are wrong. There's an efficiency penalty for multiple survivors on the same gen. You're allowed to be wrong, but maybe practice some humility and don't assume you couldn't possibly be wrong when someone tells you you're wrong.
The "efficiency penalty" is called diminishing returns.
But all in all, I guess I HAVE to run meta perks. Ruin undying turns survivors into potatoes. I guess getting 4k in 5 minutes is better than 5 gens and a total loss.
Seriously tho, when entering higher ranks it just forces meta perks and boring bot like matches.
So much fun feeling like I'm a computer playing against other computers... just one step closer to complete A.I. world domination.
Every other perk is useless unless at lower ranks... great job
@AGM said:
https://forum.deadbydaylight.com/en/discussion/212424/diminishing-vs-incremental-returns
Your numbers are wrong. There's an efficiency penalty for multiple survivors on the same gen. You're allowed to be wrong, but maybe practice some humility and don't assume you couldn't possibly be wrong when someone tells you you're wrong.
I looked at the numbers and yes, I'm wrong, but those numbers don't take prove thyself into account.
Still tho, I'll just run ruin undying, maybe corrupt. People get sick of meta, and I'd really like to play with the countless other perks I have, but I'm forced to use meta and see the same thing every game.
1 person suicides
1 person dc
2 people just trying to get as many bps they can before they die.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/212424/diminishing-vs-incremental-returns
Diminishing returns on gen speed means a smart team will only have a max of 2 people on any gen UNLESS it's last gen.
5 minute games are stupid and boring.
Shouldn't those numbers go the other way?
The numbers are not what you wrote, though. I'm not sure what your point is.
Why did you nerf skill checks? It's pointless to even try for great skill checks when it's only 1% additional progress even tho it's SKILL based mechanic.
1% is 0.8 seconds. It might not sound like much, but it adds up over the course of a gen. With skill check builds you can shave off quite a lot of repair time.
Now the only mechanic to recognize is that more people on gens is slower than only 2 people on any 1 gen.
Slower overall, but faster for each individual gen. It's a matter of strategy.
Diminishing returns means splitting up is smarter than staying together. IN A TEAM BASED GAME?
Team game doesn't mean everyone has to stick together all the time. It just means they're working toward a common goal.
The numbers are spot on, unless you can refute it, saying I'm wrong without proof doesn't make a counter.
Survivors don't touch bones or chests at higher ranks unless it's required.
.8 of a second is useless when missing a skill check is a huge loss.
Survivors want 5 minute easy escapes, until it's handed to them, then they sit around doing nothing wanting be chased.
Incremental returns makes way more sense than diminishing returns.
Which is better? 2 gens done in 40 seconds, or 1 gen in 20?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/212172/boosting-ranks-mori-discussion
"If you're really afraid of keys, it's because you can't gen pressure." well some of literally the best killer players in the world are wary of keys especially in the hands of a coordinated SWF; so you can throw that claim right out the window.
You might have had some more agreement with your other points, but implying people not liking keys which give you a clear and distinct advantage (albeit not as strong as mori's) are just bad or not playing correctly is a boldly inaccurate claim; and it derails the point you were trying to make and demerits it.
Examples of "the best killers wary of keys"?
I don't agree mostly.
Keys will only scare me if used correctly to replace bond. It's a 5th perk.
If you're trying for hatch, you'll have to do these gens, and I know how to pressure them.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1806468#Comment_1806468
When I was green rank, the same thing happened.
This likely forced you to adapt so that you find those games pretty easy; I'm the same with purple and below since I'm so used to playing in top ranks.
I de ranked quite a bit while learning the twins. Alot of frustration. But that frustration pays off. It also felt like the game was tracking my multiple losses, I was seeing green and even brown ranks, but now still in green and cleaning house against mostly red with sprinkled purple.
If the devs truly just made it time based, that's boring.
I welcome mmr and sincerely FEEL like it's still in play.