rabid_pygmy
rabid_pygmy
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- rabid_pygmy
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Check steam charts, there's more PC players than ever before. I had instant lobbies (as survivor) during the entire RE PTB. During the MMR test, the majority of my teammates were PC, but the console players were just as good.
Console survivors outnumber PC survivors, especially in the evenings. It's been this way since crossplay was introduced. I still see more PC killers, however.
I can never find games with crossplay off though, just lobby simulator.
These are my observations, red ranks solo NA east.
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Kindred is waaaay better than spine chill and always worth keeping in solo queue.
As for windows, use map offerings. If you want to memorize pallet spawns, try map offerings with windows for a couple games until you know where they typically spawn, then try those same maps without the perk. I recommend starting with open maps like autohaven or the farm.
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Twitch streamer Bronx mains demo, and gets 4ks almost every game at rank 1. I think the biggest issues with Demo are build variety and the learning curve. His best add-ons are brown, and the rest are almost useless in comparison.
Most killers I've seen lately are ranged, PH, slinger, huntress, ect. Demo's Shred won't go over short loops, and the portals take more thought than Freddy's teleport.
I think Demo is just a bit challenging, and quite punishing for most to pick up, but he is VERY fun and rewarding when mastered. I've spent more BP on doggo than any other killer myself <3
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No chest perks, I've been getting keys most games I bother searching them since the patch. Definitely seems the odds went WAY up
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They literally get extra regression from using this perk. Its like old ruin except the survivors give up their perk slots for your benefit. Use whispers if you need reliable survivor tracking.
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Iron Will, dead hard, windows, any healing/second chance perk.
Try not to camp pallets while healthy, the killer will respect them all game if he catches on. Use dead hard to camp a pallet on the wrong side, then dash to the other side when the killer swings for a free drop stun.
Use Iron will to camp pallets with sight blockers, it helps to loop around once first to make the killer think to keep going.
You can vacuum back to a pallet after running past a short distance, this can catch some killers off guard too.
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I've been seeing Temple of Purgation alot lately, probably 20% of my matches.
Perhaps the devs are gonna rework these oversized maps for the next mid-chapter and are gathering statistics.
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@mike1288mccarthy said:
https://forum.deadbydaylight.com/en/discussion/comment/1536724#Comment_1536724
The problem is PC nurses have an advantage because they can use mouse and keyboard and we can't so playing nurse, huntress, hillbilly is almost impossible
Huntress and Nurse are almost unplayable without a mouse. OTOH, Billy is the only killer I prefer with pad. I find his saw much easier to control with a joystick and can curve effortlessly. Today I faced 4 console players (green ranks), so I tried Billy with pad and no sound at all as a challenge. Still got a 4k :)
I don't think the PC killers are intentionally playing sweaty, in fact, alot of them are trying meme builds or their non-mains in crossplay lobbies. The console survivors just aren't used to the pressure these killers can bring compared to the typical console killer.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1506938#Comment_1506938
i don't think it's bad, i played two matches (1 on each side) and even tho the survivor one was against a rank 16 Clown, we all died and had a tought fair match, while as killer i killed them all but they still managed to get to 1 gen left and were 2 purple, 1 red and one brown (i'm green) so when you look at it it's a balanced matchmaking.
Agreed, for me it took several matches, but it seems to have evened out. Generally, it goes like this.
- Two games in a row where I die, were stomps, but now not so much.
- One game where I escape, were stomps at first, but now the killers are doing ok in these games.
If the games follow close to this pattern it should be decent. Escaping 1/3 games sounds right for a mediocre solo queue survivor like myself.
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Solo queue isn't that bad, just run kindred. I can run meme builds and still escape regularly.
Play to have good chases and plan ahead of your teammates and the killer.
It's challenging, but very rewarding when you make good reads and affect the outcome of the match with your own skill.
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First several games were rough.... stomps for one side or the other, but they're getting more balanced.
I'm a solo queue player focusing on challenges more so than escaping.
Had decent chases in all these games, and didn't feel as though we were stomped too hard.
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no screenshots, but its been stomps for one side or the other. only seen baby killers or r1 slugging swf destroyers....... Seems like the mmr way, WAY over-adjusts, or is nonexistent. Gives me r1 oni-main, then baby hag next game lul.
Survivor queues are near instant for me most of the day, maybe the system doesn't even bother skill matching when there's a shortage of one role (currently survivor).
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The problem is how abusable these perks are and how oppressive they are when stacked.
For solo q players, they're great and discourage killers from scummy playstyles.
SWF, however, will use BT to bodyblock for the unhooker, right in front of the killer.
Even if the killer does manage to slug someone with DS, unbreakable guarantees they can get up while everyone else stays glued to gens.
Adrenaline and Dead Hard / Sprint Burst make it safer for these players to stay glued to gens, even while injured.
All combined, this gives the killer an extremely rushed match with no real way to apply pressure. Even slugging, camping, and tunneling won't work.
An ebony mori and a top tier killer is about the only way to balance this matchup, but who honestly wants to play a game where you rush kills or gens in under 5 minutes?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1438152#Comment_1438152
The problem is your vision doesnt work..killers need anti looping powers or they cannot win..survivors get too many second chances for that..an m1 killer is the least fun thing I deal with on either side..you feel like it's just walking simulator..I'll be honest I'd leave the game if your vision came to pass..because killer would never be fun
I didn't mean to limit killers to m1 gameplay, I meant that their powers should be designed for balanced counterplay and mindgames for both sides. Huntress, Billy, Demo, Pig, Ghostface, pallet Freddy, and Wraith all have non-standard ways to deal with loops without making survivors feel like they have no options to counterplay.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1438152#Comment_1438152
The problem is your vision doesnt work..killers need anti looping powers or they cannot win..survivors get too many second chances for that..an m1 killer is the least fun thing I deal with on either side..you feel like it's just walking simulator..I'll be honest I'd leave the game if your vision came to pass..because killer would never be fun
I didn't mean to change all killers to stricly m1 gameplay, I meant that their powers should be designed in a way that both sides have options and balanced mindgames. Huntress, Billy, Demo, Pig, pallet Freddy, Ghostface, and Wraith all have non-standard ways to deal with loops, without making survivors feeling too limited in the interaction.
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For me, boring means a killer that gives survivors few to no viable options in a chase. The proper word is actually "oppressive".
Old legion, good Docs, God nurses, snare Freddy, stridor spirits, and PH are all guilty of this.
Many also include Deathslinger, Clown, Hag, Trapper, and even Ghostface in this list.
It's not whether or not the killer is good at getting 4ks, its whether or not the killer AND survivor both have viable options in a chase to outplay each other.
For me the pinnacle of chase balance is the mindgame at an unsafe McMillan crate loop, the one with equal length sides, assuming an m1 killer of course. Both sides have multiple options here to outplay each other, with high risks involved. Greedy survivors will either get hit or stall the killer depending entirely on their ability to read the next move. Killers can likewise break the pallet at any time, or try to predict the survivors vaults.
Killer powers that take away survivor options, without giving them any new counterplays in chase, are unfun because they bring less to the survivor experience than a trapless trapper would....
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It seems that giving Deathslinger an ADS windup time similar to huntress would solve one of the complaints many have against him. He would definitely need to be compensated somehow, as he's already kinda weak.
Personally I would gladly trade an ADS windup for no more chain break stun. Survivors already get a sprint burst out of it and cannot be downed by it.
Stealth slinger is not going away unless he gets reworked, two of his add ons already reduce his terror radius, in addition to M&A. Giving him a windup, however, guarantees that survivors will always hear his "ping" noise while aiming, giving at least something to react to.
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I have no idea why he says demo is more fun than slinger. As a main of both killers, I find slinger more fun to play/verse because his strong power is entirely based on mindgames between good players. The fact that some survivors call it a boring guessing game baffles me. It's no different from vaulting an unsafe pallet. His argument holds better in regards to clown, freddy, and spirit, though. I think freddy would be OK if snares weren't so oppressive, as they're the only braindead part of his kit.
Spirit has far too much advantage over injured survivors, making it feel pointless for them to do anything besides w.
Pyramid Head is just as oppressive at loops, as he can just plop his blade down and if you drop a pallet or vault, you're hit. If you keep running, he just whacks you.....
Looping huntress is WAY more fun than PH, as her slower speed makes the mindgames more risky. PH has 4.6 speed and can hit through obstacles, making him a fairly low risk killer in many 1v1 situations.
Perhaps I'm just bad and don't know how to play against him though.....
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The ranged killers are definitely my favorite too, including Demo and Plague (not nurse tho).
Honestly I wish teammates would cleanse vs her, it makes the games way more exciting when she has corrupt purge.
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I play whichever side has the shorter queues. Solo survivor only, prefer demogorgon and deathslinger rn. I can understand the frustrations both sides go through, and never treat the other players in a toxic manner. Right now I still find maps and matchmaking to be the biggest issues in the game, beyond anything the players themselves do.
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What about making Spirit deaf to breathing and moans during phase? She could still see scratches and hear footsteps, but this would put her and the survivor on a bit better matchup while requiring more skill from the killer and, most importantly, ending this mandatory iron will/stridor BS.
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This is one of many reason I play survivor on only PC nowadays. Shorter queues, far more killer variety, way less noed, and more skillful gameplay by both the killers and my random teammates compared to console. I still die alot, but the games are usually more enjoyable.
NA player though, so that may still be part of it. The few times I do play console survivor, ghostface is pretty common I've noticed.
Before ghostface, Myers was always really popular on console. I think there's a large number of killers that just like to be able to stalk and hit survivors without having a massive terror radius giving everyone in the area ample warning to run to the nearest pallet haven of safety.
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I would like to see BT changed to be a selfish perk, like unbreakable. Currently, an SWF can have 2 survivors equip the perk and tank up to 8 hits across the team with just those two slots. If it were reworked to only work on the one who equipped it, and deactivate after being used once, it would both be more useful to solos, and a bit harder to abuse due to only being usable once. Nerfed in this way, I think it would be fine without requiring a terror radius to activate.
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TBH I could see them doing a xenomoprh DLC. The franchise hasn't been doing much in the video game industry lately.
The map would likely look amazing, and Ripley would fit right in with the rest of the survivors.
There's some cool concepts out there for the xeno, personally I think an ability that lets it climb walls and obstacles with the undetectable status would be awesome. Would make haddonfield scary for once, knowing it could come in through any window.
Probably impossible to implement in this buggy AF game though.
Knowing BHVR, I'm sure it will be something unexpected in the end.
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Rank 1 survivor here who sees a lot of PH.
I usually start running from him when hes still pretty far away, this delays blodlust and the killer has no mobility.
His lack of mobility is his greatest weakness, and what you want to take advantage of by running from him at such a distance that it delays bloodlust.
Try not to lead him to your teammates if you can help it though.
I always assume the PH I'm against has good aim until proven otherwise, and don't start looping until he's close.
If not injured, just run through pallets without dropping and run away from windows rather than vaulting, you will get hit, but can maximize your sprint burst to gain distance.
You can drop pallets early if PH doesn't see you and doesn't have the knife down, this may slow him down a bit.
Same for vaulting windows, the more distance and LOS blockers you have, the better your odds, but plays get very risky once you're within his range.
If you don't use dead hard, bring it, it easily counters the ranged attack and punishes PH heavily.
Being tormented isnt much to worry about unless if you use DS or are trying to get somewhere stealthily. Being sent to a cage is basically a free safe unhook.
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They need to allow one person in custom games. This would be soooooo helpful for people who want to learn map layouts and killer mechanics without throwing real games.
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As someone who has played loads of PS4 and PC I can honestly say both controls make almost no difference, both in my performance and the performance of those I'm playing with. I have seen god-tier huntresses and Nurses on console. The nurses are ultra-rare, but I haven't seen many on PC either.
This is not a competitive FPS shooter, enabling M&K on console would just be a QOL for those who prefer it. Which would only be a handful of players anyway. Getting up to 60fps is WAY better for killer QOL imho.
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I rarely used ruin in the first place. It's always nice to have chill games where you have to time to 3 hook everyone and max out everything, but against sweaty teams, a killer does need to proxy camp and slug alot.
Favorite perks are pop, surveillance, bbq, last is pretty flexible. Franklins can actually cause survivors to waste loads of time looking around if they brought good items. Surveillance helps find the sneaky gen jockeys...... they usually don't loop well :)
I try to guard 3-4 gens all game in an area far from the best loops. Ideally creating a dead zone where I can get some good late game momentum. It can get a bit boring to stall out games, but everyone does end up with way more points because of it.
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That's the servers desync issues. I play on PC and PS4, both have these issues. The devs are aware and are working on it, but I doubt they will ever make all the interactions in this game feel perfect, they seem to have their hands full just trying to keep the game breaking bugs under control. Currently, killers have the ping advantage with hits, but survivors have the advantage with grabs. It may be broken, but its somewhat balanced imo.
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The pip threshold is higher for killers as well. Any survivor who's not purposely throwing will get to red ranks, whereas many killers won't pip at all just by playing optimally. Insta-downs, traps, and one-hooking everyone punishes killers emblem score. You are being used by the matchmaker to fill in for the lack of red rank killers.
Red rank survivor skill is pretty inconsistant IMO, many are still easy kills, but some will roll any killer.... As for getting better.... my advice is to walk away from the time-wasting survivors you see in games and kill off the easier targets. With experience you can tell in seconds which one you're up against.
Also when running away from hooks, take a look around for scratch marks and try to intercept the rescuer while on your way to gens, don't camp unless if all gens are done.
Now if 3 or 4 survivors are pros....... just remember you can open exit gates XD
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Historically, it's been killer sided. Lately though, at least in high ranks, survivors have all the good loops and pallet spawns memorized. Personally I escape it more often than not these days. The number of pallets may need to be brought down to make it fair for the average m1 killer. Some more lockers upstairs would be nice too.
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Teammates still dc-ing vs her all the time... I think the nerfs appeased the current outcry, but another wave is likely to come.
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I just played leatherface, bodyblocked a totem by an exit gate, then went afk the whole game. Survivors love orbiting afk killers for some reason :)
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Killer queues turn instant once you reach green ranks. Playing killer can be very rewarding and fun, especially since you dont need to worry about bad teammates. Turn off chat, and just play in a way you find enjoyable. Some survivors only have "fun" by trashing others, win or lose. Feed them to the entity and move on.
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I think he is a Kano main ATM :p
In all seriousness, he has to play more survivor than killer because his killer lobbies take ages at higher ranks. As far as bias goes, he seems pretty fair, maybe slightly killer sided. I think he's gonna love the new coldwind jungle gyms.
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TBH I always just kinda... accepted death if the pig put a trap on after the gates were powered. As a pig player I used them up early and got better gatekeeper from the slowdown, along with frequent 3/4k without the gens being done.
The end game change is meh to me, but the timer terror radius change needs to be reverted for pig. It's obvious the devs want to reduce tunneling, but the free whispers PTB pig gets encourages it...
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@scorpio As soon as the killer shuts the hatch, gates are powered, even if no gens are done at all. On a side note, now that killers can open gates too, I could see some sneaky ones running insidious, noed, and camping just behind a pillar. Would be funny when it works.
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No more timer
25% regression on all tiers.
can hold 1/2/3 tokens per tier.
Methinks this would be a nice rework.
The timer running out WHILE KICKING a gen makes it frustrating at times, so removing that would be glorious, even if multiple tokens are not implemented.
I don't think any gen aura abilities should be added to it, that's what discordance, surveillance, and tinkerer are for, though its usually too late for tinkerer...
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run DS, MoM, an exhaustion perk (lithe is my favorite), bring an insta heal too. If you show the killer you're tough to catch, and heal in their face, many give up. This build can punish tunnelers hard even if you aren't the best looper.
Keeping a killer occupied for as long as possible is the most skillful thing a survivor can do, even if the points/pips fail to reflect it.
The trick is not to DC against tunnelers, the trick is to make tunnelers DC by being really, really hard to catch.
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The free hits are OP enough. But yah, grabs make it a pretty cheap add-on.
Good survivors can still hear her footsteps though, and most bead users are too greedy for grabs and play in a predictable way.
Also, gen tapping counters grabs, but slows progress.
@Shad03 My grabs turn into hits often, I think its due to latency, the survivor seems to break out of it if they reacted quick enough, but the packets just didn't reach the killer before starting the grab. Although 100% failure sounds like a bug for you...
Since I counter it fairly well, I don't mind it being left as is. OP add-ons should have a trade-off though, maybe make it so the spirit receives no speed boost while in phase, no matter her other add-ons, or unable to grab as thesuicidefox said.
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Especially with MoM aura reveal. You could jeapordize the team now.
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Played several pig matches and it made little difference, even against multiple MoM users. I find sprint burst way more annoying, it does pretty much the same thing, is unlimited use, and also has no counterplay. The closest thing to a MoM counter is to try and one-shot then hook someone 3 times. MYC, Noed, DH, chainsaw, t3 myers, trap grabs, hell even mad grit helps if they waste it bodyblocking.
Oh, and legion too, but they're broken....


