IMhereRUN
IMhereRUN
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- IMhereRUN
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Had this in multiple games, after the 3rd/4th time decided to save clips for ya, link below.
https://youtu.be/3Vx5rx_ED6s
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I think this post is like 4 years late…
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So your MMR dropped slightly that match making your next game so much easier…
never understood why people whine about a 10 minute effect!
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@Yankus said:
I love how you name one killer perk as "small pp" then just name survivor perks lol
Well, like it or not…killer’s only have 1 second chance crutch perk, NOED. If you want me to name more, then ask for more killer 2nd chance perks to be added.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2766945#Comment_2766945
Twins are only picked in tournaments because of the no duplicate perks rule along with almost every healing perk being banned. Here is DBDleagues ban list for twins:
https://us.v-cdn.net/6030815/uploads/OZHQ6C97B22Z/image.png
Along with general perk bans, such as WGLF and every boon perk that are banned for every killer (some for balance reasons, others for bug reasons etc).
That's the only reason twins is picked in comp. Pubs is a completely different story where you can have 2 CoH and 4 med kits.
Twins in the current healing meta is trash. Even when played well. You can't keep up with the speed of which people heal with their decade long cooldowns.
Says who? I do. Assume your opponent is bringing sweaty builds, you bring some too. When I play Twins, I don’t use slowdowns, I use info perks (Infectious, BBQ, Nurse’s)…maybe I lose 1 out of 30 matches.
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@Shaped said:
One outfit per 100 levels (roughly). 9k for characters is less time consuming sure but it is still a lot of hours.
This game doesn't really reward you for the hours you put in taking into account that it is not a f2p game.
Just my opinion.
Your math is a bit off. 100 Levels is a full Devotion. You earn over 22,000 shards for a single devotion.
That is more than enough to be able to get characters or cosmetics for free, that are meant to be purchased.
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High MMR basically boils down to experience and skill. Hence, high MMR players using Twins will have a fair amount of hours, skillful, and know how to play the killer, making little or no mistakes a game.
Say what you want, but when comparing the very best killers in the game at high MMR vs. players that have mastered how to use them…the Twins are an absolute beast. They fair well in competitive play and tournaments VS some of the best gen rushers in the game.
If anyone believes Twins aren’t extremely good at high MMR…chances are you are probably NOT at high MMR, nor facing or playing as Twins using competent tactics.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2761097#Comment_2761097
They didn't specify. It was given as a response to someone asking for some updated killer stats.
They did specify actually. These are global stats from all levels of MMR.
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Cmon ladies and gentz. Obviously OP is just a young kid, ya won’t be able to persuade them to look at it rationally.
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If your team is all dead…and you die on your first hook…
just means you were a horrible teammate and deserved to die anyway. This doesn’t apply directly to you, it applies to anyone in this position, hence the insta death is fine.
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People aren’t complaining about the mechanic, they’re complaining about the faster wiggle off speed.
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No one can help you.
We don’t know how you play, so we can’t recommend a build that works for you.
All you’ll get here are build suggestions that work for others, but perhaps not yourself.
Read the perk descriptions, analyze your own strengths and weaknesses…choose your own build accordingly. GL.
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I think MMR is just the object to take the blame, but it really comes down to players.
You can be an immersed Claudette not doing a dang thing the entire match…but if you escape…your MMR is going up…and then Claudette gets paired with you.
MMR has it’s flaws of course, but in this specific circumstance, MMR is innocent. Potatoes will be potatoes..
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@dimasert said:
for me and my team (we always play 3 people), we really are considering to play another game, this awful ranking system, its making us not wanna play this game again!
I’m lost…
you and your friends are considering deleting DBD…because…you dislike a feature, that does nothing and means nothing…has never done nothing and has never meant nothing.
You might as well tell me you quit playing NBA 2K because of a shirt on an audience member you don’t like.
Do what makes ya happy.
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@Sluzzy said:
When versing a massive slowdown build. I've played against this numerous and numerous times and the end result is always exactly the same. It is always a bloody bloodbath because this killer with those perks and addons are so extremely oppressive. The game could never be fair when killers can "stack" slowdown perks, combined with an extremely high mobile and agile killer with addons such as this. I don't have to mention the name, the icon is so familiar.
I think slowdown and aura perks should be treated like exhaustion perks. Only one per trial. The killer needs to choose how he wants to slow the game down. Through passively with Ruin/Corrupt or aggressively with POP. Both is horribly broken when used together and Tinkerer simply enables god mode with it.
If the devs want to improve solo and regular queues, you need to look at this screenshot. Status symbols won't help against this. Four slowdown perks are too strong together.
https://us.v-cdn.net/6030815/uploads/PF556OVYK9R9/blight.png
I totally get where you’re coming from, but it’s a little biased. Your screenshot doesn’t help…everyine died without doing anything at all according to your scores, slow down perks have nothing to do with it. My best guess…someone went down, one or both if the beamer users got greedy…next thing ya know 3 people are slugged at probably 4 gens remaining.
Four slowdown perks can be a pain, but it’s definitely not unbeatable as you claim…and I only play solo queue. Use the killer’s build against them! 9 out of 10 Blights are going to run Tinkerer…it should have been expected, play around it…prox multiple tinkerers at the same time to make the killer decide. No killer (besides Twins…kinda) can be in 2 places at once. Split the map pressure, and handle it.
Minor side note, the killer player in your SS is running 3 slowdown perks, Tinkerer is an info perk, not really a slowdown. Wait for a teammate to be close to being down…then prox the Tinkerer forcing the killer to make a choice…commit to the chase/hook…or defend the gen. Slowdown perks do nothing to killers that aren’t getting hooks…just delaying the inevitable.
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You think this stuff is “toxic”? Might need to acknowledge it’s a video game…and has nothing to do with real life.
Only you can be accountable for feeling triggered by something in a video game, and if that’s the case, just don’t play it.
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@Spine_Chill said:
https://forum.deadbydaylight.com/en/discussion/comment/2732757#Comment_2732757
Well I thought it would be a fun idea to see what i could think of for a rework of that perk. Good to see your opinions on this.
Appreciate you sharing your idea! I bet you indirectly influenced a new perk for the footstep sound reduction alone. Keep using that thinking cap, I’ve seen soooo many excellent ideas from players, although sadly, very rarely implemented.
Edit: Fixed Typo
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Just a video game my dude…nothing about any style of in-game play can possibly be considered toxic.
Those believing it’s toxic to BM, clickity-click-click, use perks, hook smack, tbag…WHATEVER…are just people that are WAY too sensitive, or take this game WAY too seriously.
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Don’t get me wrong, NOED is a big crutch…I’m not a fan if using it or versing it.
However, I’m also a realist. Understand the best counter to crutch perks, is crutch perks. NOED is usually used by newer players, or players that need to regain the momentum they lost during the gen-phase of the trial to survivor crutch perks.
How many Dead Hards extended chases? How many BT’s allowed rookies to farm each other off the hook mid-chase and get away with it? How many DSs were used to prevent hooks (yes, this still happens without tunneling, just less popular). How many Deliverances/Kobe, or many slug self-pick up perks allowed survivors to recover? All these action robbing the killer of the momentum he earned, that’s designed to force another survivor to help.
Also, bare in mind…NOED isnt a free down, it’s not a free hook. You still have to be found, chased down…AND M1 only.
If that’s not enough to say NOED is fine…how about the fact that it can be deactivated, even before getting value? You don’t think a killer would spend 15 seconds in a game doing some secondary objective to disable Dead Hard if they could?
Like it or not, NOED is just a killer crutch perk (the ONLY killer crutch perk btw), that is used to regain momentum they already earned in the trial, that was robbed by survivor crutch perks. I don’t like it, most people don’t…but the only people that can legit claim it is “unfair”, are the people never using survivor crutches.
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@Spine_Chill said:
https://forum.deadbydaylight.com/en/discussion/comment/2732741#Comment_2732741
Again. By a vault when you are not running I meant the slow vault. The one that doesnt make noise.
? Ok…but that literally serves no purpose…doesn’t need to be a stat at all lol.
Then you have a buffed version of “Fixated”…which renders Fixated irrelevant. So those numbers are too high.
The idea for reduced footstep noise…doesn’t really fit the theme of the perk and sounds more like it’s own perk by itself. By definition, the word Premonition is information up front…I’d rather see it re-worked in a way where the perk’s name still applies to its use.
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It’s too much…
the vault speed alone is broken AF lol. 20%?? That’s more than the OG “Vaultmaster Build” of Resilience and Spine Chill COMBINED. Not saying it’s a bad idea, but your stat numbers need severely dumbed down.
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And to think…
The Game was re-worked to be THIS…better than it already was. RIP M1 killers, GGEZ
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For survivor, I have to go with Borrowed Time over Dead Hard. Bare in mind, my MMR is reasonably high with all characters although probably not top 5%.
Understand at this level, BT isn’t used to prevent tunnelling…it is used for survivors to go braindead…to wait for the most inopportune moment possible to unhook, and they’ll do it mid-chase. However bad a choice it was, the perk let’s them get away with it.
With the current state of the game now, I’m capitalizing on all hook farmers…BT or not…haven’t met anyone THAT good that I can’t afford giving them a 12 second head start.
Killer I’d probably have to go with Ruin still. When it’s active, it does it’s job well as long as the killer is doing their job well.
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Try Beast Marks and Chili (yellow or purple rarity will suffice). You can down survivors even if you start revving 12m away from them….it’s fun. Basically spam chainsaw all game. Exceedingly annoying (for survivors anyway) when combined with Hex: Crowd Control or Bamboozle.
The pallets in the map will die FAST, few minutes into game…survivors have no where to go but down.
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Meta perks? You just listed good perks, that aren’t super OP. I.E.,
Corrupt Intervention doesn’t help much if the killer spawns mid-map with 2 gens blocked on side A and 1 gen blocked on side B.
Pop is only useful on mobile killers, and after the nerf isn’t worth using as that 2 second animation costs alot…pressuring survivors is better than pressuring gens.
Scourge Hooks can have terrible spawns seeing little to no value all game, and for minimal regression and mediocre map tracking knowledge.
You might as well be here saying Any Means Necessary is a meta survivor perk…a good, useful perk that doesn’t always have the abiliy to get used.
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@AnneBonny said:
who is morris
Pretty sure it’s just a kid that heard the term from other kids, that magically transformed from “morse code”
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2721301#Comment_2721301
Someone hasn't read a NOED thread before. Heck, even killer mains think Np Way Out is the "skillful" NOED despite only one of them giving passive guaranteed value. You learn DBD players are lowkey sussy bakas within 2 weeks of playing, but that NOED torment never goes away, fam.
I get what you’re getting at. But the fact remains, all these people spamming “Nerf NOED” threads the last few years are just new.
The majority of survivor mains KNOW that killers that choose NOED are just regaining momentum they lost during the gen-state of the trial from the multiple survivor 2nd chance perks used. The majority of survivor mains KNOW that Dead Hard is busted AF, which is why it’s seen used in at least 3 survivors per game. Not all survivor mains are totally negating the truth that they indeed have it very easy.
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@Mystix said:
I am not having fun on this game anymore, Ever Since MMR has come in its not fun BHVR have gone to far with the survivior side and expect to much from killer, I am sick of toxic survivors ruining the game and the whole matchmaking system, Boons everything maybe when thing's changed I will be back until then nope.
Technically speaking…
MMR asks LESS from killer players. It’s deigned for you to just play “dirtier” to secure your 2 kills. Less chases, less hooks, less fun…just camp and tunnel your ‘lil tushy off until you earn that draw!
Remember…the weirdos that thought old ranks actually meant something, thus complaining about old matchmaking is why we have this. We asked for it, be careful what you wish for.
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@SvarturSteinn said:
I'll give you a few easy examples to get started;
Dead Hard is a perfectly balanced perk.
CoH takes too long to bless a totem.
NOED is unfair because it rewards no skill.
Survivor mains don’t believe any of what you listed…
unless maybe they only been playing for like 2 weeks.
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It wouldn’t hurt anything, but seems unnecessary to me. Math isn’t that hard, counting to 12 (max) is pretty well known information.
If you indeed wish to tunnel someone out to make things easier, but you’re worried about “everyone looking the same”, then dodge lobbies where they look the same!! lol
Very very rarely do I get survivors playing VS me or with me as duplicate characters, doesn’t really seem like an issue to me.
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Ghostface is stronger IMO.
-He moves at 115% all game, without having to earn it, Myers does not.
-He can get a very early insta-down to survivors lacking awareness, Myers cannot.
-He can stalk multiple people at once, Myers cannot
-He stalks at the same rate regardless of distance…Myers stalk speed is based on how close you are to the survivors
-Ghostface doesn’t have a stalk limit, Myers does…meaning the game can eventually get to the point where Myers has NO POWER.
I could go on and on. I love you Mikey…but you’re definitely no Ghostface.
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I think it’s fine as is…
we can already unhook in mid-chase like a bunch of idiots and get away with it because of the perk, no sense making it even stronger, killers will throw a fit.
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Problem 1, don’t put your traps at the pallets (unless you’re on an indoor map and survivors can see your traps from 20m away regardless where they’re at so it won’t matter), place them in a less obvious spot of that pallet’s loop where the survivors cannot see them so easily. Once they know they’re facing a Trapper, they’re going to be looking at every pallet/window cautiously.
Problem 2, after they Deadhard through the trap, walk around…continue the loop…they can’t Deadhard it again, force them to choose to be outpositioned, and now they’re exhausted…EZ down.
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@FatallyIconic said:
https://forum.deadbydaylight.com/en/discussion/comment/2715797#Comment_2715797
That logic only works if the killer has ruin. If the killer has pop and sees me run off the gen, he's going to get pop on that gen if i don't block it. This basically makes the perk USELESS if the play is to just not use the perk whenever a teammate is nearby (and letting the killer get their pop on the gen). You just might as well not use the perk at all. The whole point is to make you WANT to use the perk. So maybe take your own advice and get some common sense.
PGTW is a mere 25% regression. So mathematically, the survivor nearby will only spend a whopping 19 seconds (Maximum!, that’s if you had it 99’d) getting the gen back where you had it. The only downside to this is if you last less than 19 seconds in chase…which ofc, is a huge problem. Pop isn’t a perk to be afraid of at the current generator repair speeds. Repressed Alliance is the equivalent of Thrilling Tremors for survivor, it feeds your team gen info, and blocks it…from progressing AND regressing. So it had a downside…just like any killer gen blocking perk.
EDIT: Besides, a competent killer won’t waste the time giving you a headstart in chase…they’ll pursue you to secure a hit/down before using Pop, it has a reasonable time limit.
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@FatallyIconic said:
i know it got buffed recently, but i still don't understand WHY the devs don't fix the one thing that prevents this perk from being strong. Which is letting the user cancel the blocked gen whenever they want. Let us run up to the blocked gen and press E again or M1 to let us unblock it. Maybe let your teammates do it too.
This would make the perk way less situational, as I find most of the time there's a teammate nearby that could have completed the gen while you get chased off it, but they can't when you block it to prevent pop or ruin.
If there’s a teammate nearby to finish it when you’re chased off…just don’t block it.
Common sense bruh
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@SexyMoney said:
Should i quit dbd? for some ungodly reason every time i play my game lags so badly i lose every time. like whats the point if i never stand a chance if every missed swing, gen completed and stun mechanic cause my game to freeze for about 5 seconds. I've been playing since launch and i love the game but feels like a case of Stockholm syndrome. whenever I play i get heart palpitations and become so angry and annoyed that i end up feeling like im nothing but a failure. Only ji seem to get this lag, no one i play with or against ever seems to get it just me. am i the problem. would it be better if i was gone. I try to keep to a moral standard of not camping or tunneling but after being bullied for the 4th time today and getting only 2 hooks the whole game i wonder if its finally time for me to quit. ive met some good people playing dbd but now i just wanna be happy i don't wanna suffer anymore.
Why are you asking us? It’s a video game…not a marriage. Your opinion is the only one that matters. Do whatever keeps ya happy.
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Neither…
Thrilling Tremors gives you more info than BBQ does AND gen block slowdown without the downside of losing gens like Better Mirmur.
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I only play solo, everything else is too easy unless I happen along a killer that really knows what they’re doing, which makes for a very fun match.
Do the math? What does SWF have that Solo doesn’t? I’ll save you the suspense, the answer is information. Reduce your loadout to 1-2 crutch perks and add some info perks! These perks are game altering at solo play, and much more valuable. These perks give you all the info to help you know what you should be doing, and when you should be doing it. After awhile, you’ll eventually get good at knowing without the info perks.
-Aftercare, Alert, Blood Pact, Bond, Empathy (although Bond is far superior), Kindred, Spine Chill, Windows of Opportunity.
Of course, some are more informative and reliable than others. Personally, Bond is my perk. The other 3 don’t even matter. Shows you everything you need to know. You’ll know when a mate is being chased near you…when you’re in the chase it will show what gens are currently being repaired so you dont bring the killer to it giving them free pressure. To each its own…but IMO, if every solo player ran Bond, there’d be alot less rants on these forums about the trouble with soloQ.
WARNING: This perk contains information! So if there’s a Claudette running to a corner everytime she gets a slight TR or Spine Chill goes off like a complete potato…you’ll know. Not recommended if you’re easily triggered. Use at your own risk.
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It’d be a big issue. Way too strong. The only way I would support such an idea is by first changing what Deep Wounds does mechanically.
You can’t stand still, which includes repairing gens, the primary objective. This would cause way too many issues, whether solo or SWF.
Here’s an example of worse-case scenario: Legion game VS SWF. Two people are already dead. Legion Feral Frenzied the remaining 2 survivors.
See the issue? That’s GG. They can’t work on a gen, I doubt a killer is going to let them mend each other mid-chase. 😝 Just too many issues to re-work Deep Wounds at this stage in DBD’s life. There’s nothing wrong with it, leave it as is IMO.
Although, it would nice to add Legion to comp-play. The gen regression from Frenzy would be better than anything that’s ever existed in DBD…ever. With the proposed change, every HIT from a Legion would have the same map pressure as a slug or hook. And let’s be honest, a Legion gets alot of hits.
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IMO, Map Design is the biggest issue.
For my reasoning, we’ll take Cold Wind Farm maps as an example, because I was severely surprised that they didn’t make them more tolerable in the re-work recently.
In the farm’s “dead zones”…ya have corn. This prevents killers from looking at a gen from afar, forcing them to walk much closer than they would have to on any other map (besides indoor maps). On that note, sound bugs preventing you hearing a gen directly above/below you is super annoying!
Now let’s talk tiles. Not only do farm maps ALL have the typical jungle gyms, TL, killer shack, good main buildings (excluding Rotten Fields of course), but they have the absolute best filler pallets in the game! One may argue that ‘The Game’ has more safe pallets, and I’d agree to an extent. However, some are mindgameable, or killers have powers that can play around them. Filler pallets in corn maps however, are 100% safe and not mindgameable. Survivors never lose LOS…but killers (being in the 1st person) do. Now let’s add powers…
the majority of the corn maps filler pallets have walls too high for hatchets/knives/spearguns, resulting in the heavy majority of killer players forced to do the only thing they can, commit to a direction and follow, same mechanic as 2016.
Bare in mind, this is just a brief overview of corn maps…I’m not even talking about the others. Map design just needs to be more thought out. There should only be ‘X amount’ of map strength within ‘X amount of map distance’. An average survivor with a short wall jungle gym chaining into a filler pallet and a decent window will keep a killer occupied for 3 gens. They don’t even have to be good. And the killer can’t just abandon chase everytime…the next survivor will (justly) do the same thing.
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KILLER
- Dead Hard: Especially when playing unmobile M1 killers, extends the chase when the survivor is outplayed.
- Iron Will: For some reason I get alot of baby players that spend the whole game hiding, sure it’s a guaranteed ‘W’, but makes for boring games.
- Borrowed Time: Somehow equipping this makes players think sprinting to an unhook in mid-chase is a good-play, then get mad at me because I have 12 seconds to spare.
SURVIVOR
- Insidious: for obvious reasons, it rarely gets value in another playstyle.
- Thrilling Tremors: Just think it’s too strong, you get massive map awareness information and blocked gens.
- Tinkerer: not for the reason most would assume. I enjoy a competitive challenging game and too often I see rookie killers abandoning a chase to contest a gen and wonder why the “gens went so fast!?” Map pressure is much more than gen patrol. Having no one hooked leaves 3 (once you instigate new chase) survivors free to just do gens. They just trade one chase for another and never actually get hooks. By the time they do, 4 gens are done, they claim it was a “gen rush” and just camp out the rest of the game. Just boring to me getting free wins.
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I’m not a survivor main, but IMO, the ONLY thing that can be “toxic” about a video game (including this one) is post-game chat.
Anyone that believes anything else is just too sensitive. Imagine saying that a fighter in a fighting game spamming ‘jump’ is toxic…or defense in a football game that only uses the ‘blitz’ is toxic. It’s just the game being a game, if it triggers you don’t play it.
If it’s toxic post-game chat you’re referring to, report it.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2707694#Comment_2707694
I think they did pretty well with the trapper ai on the practice match tbh
??? The AI Trapper vaults every window at a TL. Infinites are back in the tutorial!
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Heck no…please not another random thing taking up screen space!
If so, make it optional to toggle on/off.
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one for the books! Congratz!
I play with and against Ohtofu often, same time zones and we’re both night owls.
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I’m undecisive on the topic. The majority if the player base has limited uses for BP. However, this doesn’t help with newer players.
Fun fact math time: DBD currently has:
-90 killer perks (78 teachable, 12 free)
-101 survivor perks (87 teachable, 14 free)
For newer players alone, there’s just too much content to leave BP where it is currently IMO. New content is enough.
I’ll explain further. If you just acquired the “Portrait of a Murder” chapter today…
It will cost about:
-1.8m to unlock Jonas 3 teachables
-1.8m to unlock Artist 3 teachables
-8.7m to place Jonas teachables on the other survivors (assuming other survivors already have every other perk purchased)
-7.8m to place Artists teachables on all other killers (assuming other killers already have every perk purchased).
Im context, if you were aiming for every character to have every perk, this new Chapter will cost just over 20 million bloodpoints. Bare in mind, the next chapter will cost even more…and the next even more.
I say give the newer people a break, raise BP limits…double the amount of BP gains for a match and keep it base kit. I’d keep perks like BBQ and WGLF unchanged…it’s a strategic sacrifice, bring crutches or risk 1 for extra BP…fair enough.
Slightly off topic, but raising the BP cap to 5 Million or so wouldn’t hurt.
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Why is it everyone thinks looping is the only survivor chase mechanic?
You can’t be in chase with a Deathslinger the same way as you would a Trapper. You can’t be in a chase with The Artist the same waynas you would for Wraith. Learn the killer, then you’ll learn how to play against them. Why are so many people upset if they have to actually play well instead of mindless looping an unmindgameable pallet with an M1 killer?
The Devs get plenty of slack for poor choices, but the chase mechanics of the latest few killers isn’t one of them…
otherwise the game would be exactly the same as it was 2 years ago. Simple business, progress or die.
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Doesn’t happen (stream-sniping) nearly as often as people make it out to be. Seems like a constant “go-to excuse” for bad plays and survivors being unsuccessfully immersive.
EZ fix though if you are encountering snipe issues…
STREAMERS: Have a 10 second (or so) delay. All problems solved.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2701680#Comment_2701680
Its not necessarily about farming per se, just which killer you chill out on to grind BP.
I got that, but the BP caps are set no matter what killer you play. I.E., if you’re Doc and reach your 8k Devious points (easy), using shock therapy isnt going to amount any more.
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None…
farming is extremely boring IMO, and I’ll get just as many or more BP playing normally.
If you’re just getting 8 hooks fast and than screwing around for 5-8 minutes with survivors, then the time you’re wasting will result in much less BP per minute, as you’d be half-way through the next match already…gonna take ya 50% longer using your method.