MetaBuildSurvivor
MetaBuildSurvivor
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I feel thana was overused, every single killer had it. Which in the long run meant more people would resort to gen rushing perks in my experience, leaving a lot of perks unused. Of course thana deserves a nerf so not every single one is gonna run it.
*Thanatophobia*
Decreased the penalty per injured, dying, or hooked Survivor to 1%/1.5%/2% (was 4.5%/5%/5.5%)
Added: If there are 4 injured, dying, or hooked Survivors, there is an additional 12% penalty to repair, sabotage, and Totem-cleansing speeds.
So devs decide to cut thana power with 65% but add in a new effect, which is only usable on Legion or Plague, but increases counterplay tremendesly. Now only one person needs to heal up instead of 4. (Before one survivor was 5,5%, rougly 6 percent which is the new thana power for 4 injured people if you leave out the new effect). The problem is definetly the new effect making the perk useless at actually everyone, because you only need one person to heal up to lose a 12% speed advantage. Which will result in less people healing, less people using fountain etc.
I think thana was too strong before but its way too weak now to ever be chosen as a perk. Went form must have perk to sitting in the perk pool along with 100 other perks not being used. Maybe 4% per injured is more ideal. Not giving to much when a single one is injured but stacking up to 16% when four people are injured, but include heal times as well. it should add around 15 seconds to each gen, so a total of 60 seconds. if you keep it up. before it was 100 extra seconds.
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Can confirm from last night games, that both me and my friend experience the rubberbanding frequently. Almost always in chase you notice it.
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@crystalkitti said:
I'd like to note, since this seems related...
Compare the descriptions of Off the Record with DS:
https://us.v-cdn.net/6030815/uploads/VG4BLHV4PH9F/image.png
https://us.v-cdn.net/6030815/uploads/GXPJ00WXJ2WS/image.png
Notice that DS has that part in the notes about "conspicuous actions".. Meanwhile Off the Record doesn't have that. Did they change it to remove the "CA" part for OtR? did I miss that?
Also, to address your problem directly.. did you get hit and downed or grabbed off the vault?
I got hit. Not grabbed.
@sizzlingmario4 said:
Were you already in deep wound when you got hit through the vault? That would cause OTR's endurance to not work.
Additionally it will not work if you get grabbed.
https://forum.deadbydaylight.com/en/discussion/comment/3070943#Comment_3070943
It's not mentioned in OTR because conspicuous actions disable all Endurance effects now; this includes things that previously applied it (so Soul Guard and Styptic Agents were indirectly nerfed). They don't disable the other OTR effects.
I wasn't in deep wound state. Also didn't get grabbed.
@darkshadows8326 said:
BHVR just did a dumb here, they make a mechanic but keep the effects hidden from everyone by not including it in the perk description for endurance perks. I suggest they put that in because poeple will be flooding the bug report section with reports saying that off the record isn't giving the endurance effect.
Well it didn't give the endurance effect the second time, only on first hook state.
@crystalkitti said:
https://forum.deadbydaylight.com/en/discussion/comment/3072205#Comment_3072205
What are you talking about?
If you mean the 'conspicuous actions', OP already knew about that, and specified that that was not the case. They vaulted; that's it.
Yes, vaulting seems to remove OTR effect if you get hit during the vault.
@ahmouse said:
https://forum.deadbydaylight.com/en/discussion/comment/3072289#Comment_3072289
BHVR didn't make it clear that Conspicuous Actions cancels Endurance caused by anything, so people will be pretty confused when they use Soul Guard/WGLF and the effect is cancelled when they heal a teammate (or do any Conspicuous Action). BHVR only said they made the change to Off the Record, so even though this post isn't caused be their bad wording, there are likely to be many more posts/complaints/bug reports regarding this shadow change
Healing, doing gens and other meaningful activites you do will remove the endurance. I don't see vaulting as one of those though.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2926003#Comment_2926003
The scripts, that cheaters use, alter the game engine through macros. So locking the engine prevents many of those cheat software engines to have trouble operating.
Maybe you don’t know what you’re talking about but this thread is asking for the loophole to come back, indirectly.
Get it now?
Pretty sure most "hacks" toy with memory manipulation.
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@TheycallmeLix said:
The new Haddonfield sucks, way too killer sided with 5-6 pallets in the whole map. Every game is a Legion with that annoying add-on that makes you broken for 60 sec afther mending.. my friends who played with me most of the time are actually saying they don’t wanna play for the whole week until they reduced the chances of getting sent to Haddonfield. Thanks for buffing only killer things this patch, and nothing for survivor..
Have you seen the windows in the new version? The map is still super strong as survivor.
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@IWantCandys said:
https://forum.deadbydaylight.com/en/discussion/comment/2923729#Comment_2923729
Dude, it's supposed to be a casual game mode. No competitive game mode.
It doesn't matter if you have the best perks or not, and it doesn't matter if you win every game or not.
It should just be for fun, play with what you have, just casual.
The sweatlords can play the normal gameplay with pure meta.
Alternatively, in this game mode they could unlock all the perks for all players without grinding through a blood web. So every player would have all the perks and the game could then randomize more easily.
Again... it's not meant to be normal gameplay. If you want to grind and sweat, you can play the whole normal main queue. There should also be no BP, it should just be a game mode for in between.
So lets say I want to try the game? I'm not allowed to teabag and sweat as either killer or survivor?
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@Mandy said:
What platform are you on? What specifications if you are on PC? Any specific occurances that causes the drops?
Ryzen 7 5800x
Geforce 2070 super ROG edition
32gb ram CL 18, 3600mhz
@Laeyon said:
I always have framedrops of like 10-20, sometimes worse, and no update fixes it.
i have Ryzen 7 1800x + GTX 1080, so i should be able to run the game at constant 240fps lmao.
BHVR just needs to add a performance mode option like Fortnite did.
Weird, my maxes out at 120fps, can't seem to get it higher.
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@Kiridus said:
https://forum.deadbydaylight.com/en/discussion/comment/2923356#Comment_2923356
I love this argument so much. Not because it's good, oh no, but because it implies you'd need to design a character around their sexuality.
Believe it or not, that's not how people work -- your sexuality being a part of your identity, I mean. People you see on Reddit whose "identities" revolve around jacking it to anime do not have personalities -- rather, they use the fact that they jack it to anime as a placeholder for their distinct lack of an interesting personality.
I am not trying to pretend there aren't people whose sexualities play a part in who they are now, of course -- being an Achillean, asexual man has obviously effected my life, but I'd not say it is to the ######### point that it is a major part of who I ######### am.
The announcement wasn't just "turning a character gay to please the crowd" or "taking the easy path," it's just a neat little thing BHVR decided to announce. I assure you, many people, myself included, wouldn't really have cared if BHVR ended up never confirming that a character in their game is gay. Unlike the people who are crying about "taking an easy path" and "virtue signalling," we don't quite care about the who other people are into, including those fictional, even if they do not align with ours, as long as it isn't some troll/offensive identity like superstraight.
Are we happy that David is gay? Most of us are, yes -- it feels nice to know a character you play as, or just like, has had similar experiences to you.
Would we have been mad if BHVR didn't make him gay? No? He hadn't been announced as gay until recently, and we were pretty happy with headcanoning him as gay, so the announcement literally didn't change anything for us outside of a nice feeling, our "gay David" headcanon coming true, and people coping really hard about the sexual preferences of a character most of them only levelled up for Dead Hard.
Quite ironic that red herring is part of the shrine. :)
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@Jacoby2041 said:
They should have just put it in the tome for people to figure out through the lore instead of announcing it, that way it would feel more natural and not make it seem forced
Agreed.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2923356#Comment_2923356
Why do you assume that he wasnt gay to begin with? They kept the majority of the characters vague enough that they never confirmed they were gay or straight. Felix has a wife but that doesnt make him strictly straight. Why does david having a girlfriend in the past mean he cant come out as gay later? it isnt retconning, its exploring the previous characters that they have.
I much prefer them exploring the characters that they have rather than constantly adding new ones and not giving original the ones the love, attention, care, and stories that they deserve. If they just kept adding characters without enough story then we would end up in another overwatch situation where the lore is a mess.
its not. Its lazy.
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They took the easy path. Could just have made the next upcoming char one of the letters, with bigger lore expansion. Turning some fictional character gay to please the crowd is just all around stupid.
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Frame drops and stuttering is more annoying.
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@alpaca_boyyy said:
I’m really curious to see why people think the game is dying, and when it started dying.
was it sbmm? Was it the introduction of boons? was it perk changes? mediocre content? swfs? Let me know!
if people had quit, they wouldn't spend their time on DBD forums. They would just waste away on another game or hobby.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2920840#Comment_2920840
that's impossible to get 2 pips in every match for 1
some parts of the emblems using the killer powers hurt it something with some killers
with survivor you got to do almost everything to even pip
so yea the emblems requirements needs a rework some how
with both killer and survivor both trying to do they objective as fast as they can most games people will just safety pip sometime depip how short matches can be.
The general rule I play by is to do 2 gens, 1 totem and 2 safe unhooks, and the rest fills itself up usually. Makes it easier to have in mind while you are in a game. Once you learn it you will see you will almost always pip up unless you get taken out the first minute by a face camper. So by playing the game casually I almost always get at least 1 pip up on survivor, which is the side that is hardest to pip up on.
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@Lyonic said:
I try to explore the different killers through dailies etc - but some killers are just so trash its not even funny. Did you want to play one of the below killers with crosses? TOO BAD.
Unless you are using disgusting addons with the above, with 4 meta perks - its just not possible to have any kind of fun. What are BHVR doing? Ohtofu recently made a video about the REAL problem with this game its on the nose.
Every survivor has DH. DS, BT then add in a cheeky boon or unbreakble - something disgusting to garnish the scum.
I find myself just ragequitting more and more often now. If suvivors dont want a fun game, why bother?
Honestly I have no problem winning with quite a lot of the crossed out killers. Sure some killers like trapper isn't exactly fun when there is no foliage to cover traps, or Legion on very big maps.
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Read the emblems. Do the objective, get two pips each match.
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@Dionysus42 said:
If that was some unforgivable aspect of a perk, then the following would need nerfs:
DH = activates when you get hit, poor play
IW = same as above
Unbreakable = activates when you get downed, poor play
DS = activates on being hooked.
Coup = activates from losing gens
Fire Up = same as above
Beast of Prey, etc etc.
The problems with NOED have to do with the fact that the ideal counterplay has to be done before you can know they have it, or else they can hook next to the totem and get a completely free kill etc. It has nothing to do with rewarding 'bad play', certainly not with this meta's gen speeds. Certainly not when the presence of perks like NOED and NWO clearly shows that planning for endgame is an expected Killer playstyle
I do not see any of those gurantee an escape the way that NOED gurantees a kill, unless you suck.
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@semm88 said:
I think that SWF is killing the game. I wish there was an option not to play against SWF parties because it puts so much stress on the killer against these tryhards that less and less ppl will play the killer.
"I don't want opponents that can fight back, I just wanna kill anyone without resistance".
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So lets say max MMR is 2000, which represents the top 5% of the best players. MMR reaches down by 250 points iirc. So that means a top player can be matched with a 1750mmr player, still a very good player. Even in lower endings lets say you are 1000, you can meat less good people or better people between 1250-750mmr. Its not really that big of a jump.
I think the main problem is that some people are not sitting at the MMR they should be at. Lets say lower MMR survivors end up being basement fodder for a bubba, that bubba is gonna earn some mileage and prolly end up being in like 1750ish MMR, however now he can meet the top survivors, and if he does meet them, he prolly isn't gonna have a very fun time. This is an extreme case, but I do think it happens more often than not.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/2918531#Comment_2918531
So buy a bunch of killers I don't want or wait till those perks show up in the shrine. No thanks.
Iron grasp is a general perk, while agitation can be unlocked on trapper. Also you can get a lot of killers, and they are 9k shards....
If four survivors are alive in EGC you problably messed up, quite big. So maybe you are better running NOED with No way out.
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@Synical said:
Any solution for this since it's been reported? Recently upgraded to 11 and am having the same issue.
I play on win11 and don't think I have the issue.
Sound settings are: Bass boost enabled and headphone virtualization enabled and spatial sound is set to windows sonic. It could maybe be your audio driver?
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@GamerEzra said:
If you worked at BHVR, what would be the first thing you would change about DBD?
For me it would be:
- Investing more money into a better anti cheat system and an improved report system.
- Removal of SBMM (MMR).
- More focus on QOL of the game.
As a single employee you don't get to decide where money is spent.
As a single person you can't just change MMR. You can voice your opinion supported by facts.
You don't exactly decide what you work on.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2914135#Comment_2914135
I think you have a misunderstanding of MMR and balance. This game is all about snow-ball as either killer or survivor. Survivors snowball if they can lose chase or get the killer to give up repeatedly, killer snow-balls if they get fast downs, especially multiple downs at once. I've had games against the exact same 4 man swf where I've lost one game decidedly with 3 or 4 hooks and the next game I win verses that same group with 4 generators up. If you think that fair matches are close matches, that's just not how this game plays.
dude one of the killers legit got lost in shack. How is that related to snowballing?
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one game I faced the literally worst killer I have ever seen in my life. The next the sweatiest killer I have ever seen in my life. Its kinda weird that I get this mix between what feels top 5% killers one game, and the next the bottom 5%
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2913853#Comment_2913853
Yes it is. Survivor is a team role. If over half the team is dead, the team lost
wrong. The survivor who got out through exist gates "wins". Their MMR increases. There's no "team role" in DBD's MMR system. So depends how you view it.
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@AcelynnBen said:
seriously its an end game perk
doesn't help you early or mid game, and it can be easily countered by doing bones
which can be revealed by Detective's hunch and Small game
like honestly if i as a killer could cleanse a hex that gave survivors dead hard i would do it every game, screw killing survivors i will roam the whole map looking for it just so i can get one kill without having to deal with bs
and even with noed a killer can lose, because you know, DS exists and unbreakable and flashlights too
so please for the love of the entity stop f*cking complaining about it, when you as a survivor is running the most toxic build in existence and yet SOMEHOW u still think that killers having ONE clutch perk that works END GAME not middle not early, END GAME, compared to what, boons, dead hard, ds, that can be triggered at ANY TIME is very unfun and unbalanced
Because devour hope exist. A perk that "REWARDS" the killer for playing well. NOED doesn't reward you in anyway. It secures your 1 kill mostly.
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@Agt_Scully said:
https://forum.deadbydaylight.com/en/discussion/comment/2913779#Comment_2913779
Thank you! I'm printing this now . . . 👍️
No problem. The general rule I play by is to do 2 gens, 1 totem and 2 safe unhooks, and the rest fills itself up usually. Makes it easier to have in mind while you are in a game. Once you learn it you will see you will almost always pip up unless you get taken out the first minute by a face camper.
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@Agt_Scully said:
https://forum.deadbydaylight.com/en/discussion/comment/2913747#Comment_2913747
Thanks but I completely disagree that grades are based on play time. If that were true, I could simply run around in circles in every match and progress in Grade. As it stands, I have to be a try hard and play sweaty in every match and log over 500 hours just to get out of Ash Grade level. And that involves some luck with Killers DC'ing. The fact remains there is no way a noob player could string together enough Pips in 30 days to reach Iri 1 if decent players logging more hours can't even reach that grade.
Now I'll give you a tip on how to never try hard and max out your iridescent 1 score.
To earn MAX points and get guranteed two pips you need to do:
Lightbringer: (Objectives)
cleansing 1 hex and 1 dull.
Do 2x generators, (you get 1 point for each 1% you get). If you do these three you are guranteed iridescent score on lightbringer, not to mention you can also get points by being chased while team does gens or totems.
Unbroken: (Survival)
Just don't get hooked and get out alive. The longer you stay alive the better but you won't get iridescent.
Benevolent: (Alturism / Healing).
You need 100 points to get iridescent. You start with 35 though, so that leaves 65 points.
2x safe unhooks and you need 25 points more. but you also get 10 points for each survivor who gets unhooked. So should be fairly easy to get it up. Otherwise you get 10 points for taking a hit when the killer is carrying a survivor and hits you. So you could force a couple of hits here.
Evader: (Think this is boldness)
You need 880 points to get iridescent and you start with 100 points, so just 780 more to go.
You get 1 point for being in the killers terror radius with a multipler, the closer the more points, and get 50 points for stunning a killer. Not to mention you get points for being chased. if you can last 90 seconds in a chase you are iridecscent grade, which shouldn't be too hard.
So as long as you do a little bit of everything you are guranteed the pip up. If you just try to do one thing you won't ever rank up. You need to do them all.
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@Agt_Scully said:
https://forum.deadbydaylight.com/en/discussion/comment/2913667#Comment_2913667
Are you playing on Mobile? I'm on PC and there is no way to reach Grade Iri 1 without skill. I have 500 hours of gameplay in 3 months and I've never reached Iri 1 as either Survivor or Killer. I consider myself a decent Survivor but the Killers are just too good to consistently get pips to progress. I've even de-piped in matches with AFK Killers because there was no way to save survivors and score points.
In matches I play as Killer, I noticed the best skilled Survivors always have the higher grades in post-game. Don't get me wrong - I would love it if Grades were based on time played as I would reach Iri 1 every month! Sadly, only the highest skilled players reach the top grades and earn the most BPs.
I'm on PC. As of this writing I have 528 hours in the game, not to mention I have a full time work, (40 hours a week). I reached Iri 1 on survivor consistently since getting the game. We are 8 days into the reset and I'm currently survivor grade iri 3 with 3 pips. The grades are definitely not skill based, but based on how much you play. See photo
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@Agt_Scully said:
https://forum.deadbydaylight.com/en/discussion/comment/2913600#Comment_2913600
I know for a fact that you can't get grade Iri 1 with merely putting in hours. I've played a lot of hours and never progressed in grade because I didn't do enough in the match to earn a pip. A decent game scores you a "0". You have to actively unhook at least 2 Survivors, repair 2 gens, and escape at least 1 chase to earn a single pip. Its difficult to do that consistently in 5 games to earn a Pip, especially when you can easily de-pip against good killers or campers.
The fact is there is a direct correlation between grades and skill and its nice to know other players grades in post-game. If you show player names and scores in the post-game screen, then you should show player grades as well.
There is very little correlation between skill and grades. Now this is a bad example though but I will use my own journey. I got the game mid december, and within 2 weeks I was iri 1 on both survivor and killer, though killer was a lot easier to get it on.
So if iri 1 was equal skill, I would be sitting at the top of the food chain when I just got the game, which makes no sense.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2913438#Comment_2913438
It's only affecting a very small percentage of players at the highest range of MMR. Those players will be matched now with other really really good players - again a very small percentage, it will increase matchmaking times for these players and the matches won't be particularly unbalanced either.
The majority of players are in the mid MMR ranges - so will not be affected by these changes in the slightest.
Dunno feel like its affecting my matches a whole lot. The killers I've met so far, haven't been sweaty or good, they just been completely bad. Like very beginner like. They get 1-2 "hits", if they are lucky they get a hook before everyone is out. And if its affecting me this way, it also have an effect on their side.
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@Mandy said:
MMR is not turned off.
Yes the new rules were implemented last night and Grades hidden permanently.
Lets hope no one gets bullied ^_ ^
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@Sludge said:
I read on steam that MMR is turned off right now, I don't know if that's true or not because I haven't been playing. Maybe they think grades being hidden means MMR is off..
If MMR was off, queue times wouldn't increase, they would decrease.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2912162#Comment_2912162
By dodging the blink? It’s like dodging a blink in the open. You can still do it.
I really doubt you gonna dodge a high skilled Nurses M1, sure with dead hard. Which just delays your hook another three seconds...
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2912053#Comment_2912053
Every single info perk has a way to play around it.
Okay. Let's put you into a scenario. You are being chased by a Nurse and already took a hit from her, though you managed to break LoS. Mid chase the perk "Bitter Murmur" pops, due to the last gen being done. She now has 10 seconds to blink directly ontop of you. How do you play around 10 seconds reveal? You already lost the advantage of LoS.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2911999#Comment_2911999
Get better at mindgaming.
Mindgaming an info perk? How are you gonna mindgame someone when they have vision on you through walls? Have you ever played against a Nurse high MMR?
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@Sally_S_gay_son said:
So I have not played Sally in 2-3 months so I thought I would be rusty, but even without double range add ons it's has been a breeze and I just give mercy hatch, but one thing I noticed despite me facing survivors with Dead Hard and Iron WIll and all the hard stuff most of them without mistake always try to double back, and even when I obviously outplay them by blinking to the place they last were multiple times in the same match and get that easy hit they still do it, almost always, and it's not babies, I legit checked some profiles, it's people with at least couple of hundred hours.
So idk where they saw this, I suspect it works on people who are learning Nurse and playing the prediction game , but I honestly thought it was common knowledge not to do this when you see the Nurse knows what she is doing, the play is always to push forward and then try to lose LOS if possible.
The reason for this thread is that I saw multiple people here complaining about Nurse, legit thought I saw a thread ''what's the point of Nurse'', and was like, even after all these years people still refuse to do the basic Nurse counterplay
Do not get me wrong, after a while it gets boring for me to play her and I would welcome some kind of rework that's still fun (since her power is just so addicting / fun to use) since she is super OP when learned and I always have a miserable experience myself against fellow Nurse mains since team just falls apart in most cases
even if you tape your W key down, and consistently lose LOS on the psyche ward map, a good nurse will just ignore that and blink ontop of you anyway with her info perks.... So no counterplay at all. At least with baby nurses you can walk towards.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2911902#Comment_2911902
Could you explain what you mean with: "I feel this will be great for all players except those at the top once again (unless the cap is lowered enough)"
Do you mean let's say 1900 is the cap now and you are there you want the cap to be 1600 so you get more players under your lvl
he wants to be sitting at 2000 rating while he plays with people that has less than a hundred.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2911583#Comment_2911583
A lot of players still think grades a part of MMR so removing them is the right choice
Inform their playerbase. Not our or BHVR the majority of people are idiots. Again these ppl could just click their steam profile and see if they were a devoted dbd player or a new player. But then again I met quite a lot of ppl with thousands of hours that play like they just bought the game.
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@LittleSagey said:
killers who slug all 4 survivors at 5 gens, even 4 or 3. why? just curious....even if the opportunity presents itself, is that even fun?
If the killer manages to slug all four of you at 5 gens, its because you let him slug you, not because the killer wanted to slug you. YOU LET HIM.
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honestly don't feel its neccessary to remove grades from post match. It only shows you how much others have played the game this month, a lot like steam profiles. Next step is to make people unable to look up your steam profile and see your 12000 hours in DBD?
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@Chad246emr said:
Says failed to load poll for some reason on my end, but my vote would be ‘no’. Call me a traditionalist when it comes to how I like my horror, but this is a horror game and, even with a scary looking design for the killer, I wouldn’t find Alice in Wonderland to be that scary of a chapter. The trickster’s addition actually already irked me because instead of being chased around my a monster / mass murderer from a genuine horro franchise, I was being chased by a giggling skinny dude who looked like he just came from a circuit party.
DBD is horror? I wouldn't really call it horror. There's very little horror genre in the game to begin with.
No atmosphere, suspense, no jumpscares (except ones every 100 games when you meet a decent hag). There's legit no scary moment in this game. All it has is a 'brutal' killer chasing you slowly with a kitchen knife. I would argue Alice in Wonderland is more horror filled than the entire game that is DBD. Let's be real for a moment.
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The chat is censored because of toxicity? I really doubt that. Simple words as youtube, thank you etc are censored. There is simply no point in having a chat in the game when 99% of common words are marked as toxic to prevent toxicity. Also people are just gonna use synonyms or make up racial slurs that won't be censored, if they really want to be toxic.
Either remove the chat or disable the filter. There's no point in having a chat that can only contain squares...
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Honestly sandbagging and generally toxic survivors that just sit on gens and never unhook, was a rarity for me before this reset. Now I get them every game. My fix, be more toxic than they are. Lead the killer directly to them, sit on a totem, gen or point at them right in front of the hook they are hooked on. If the killer comes I just unhook them and let the killer hook them again.
The best one I gotten so far, was me looping the killer until someone sandbagged me at a pallet and I got hooked. Fast forward sixty seconds and I was unhooked, and the survivor who sandbagged me ran into a bear trap. Teabagged the survivor for a good minute, then he got hooked, and it costed him his hook stages and they died on hook.
I'mma continue this trend until next reset or I play with friends that I can count on.
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https://youtu.be/83G4vmKWpHk@MikaelaWantsYourBoon said:
I slugged you because flashlight saves are toxic. Stop doing this. I don't know when this community will stop surprise me :(
https://us.v-cdn.net/6030815/uploads/X5UB2CPDBOV7/20220415023458-1.jpg
Just hook 'em bruh
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The current "ranking" is absolutely useless. If you play enough you will get your 1 million bp, no matter how garbage you are at the game. You cannot derank or rank down to a previous tier. Once you gain a new tier or rank they are locked until you earn a higher rank or tier. Your red badge doesn't show you how skilled a player is, or anyhting at any point.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896228#Comment_2896228
The example you proposed assumes that matches end in discrete intervals (i.e. every 10-15 minutes a set of matches ends) and killers thusly enter the queue in these intervals. So survivors who died early wait 10-15 minutes, a bunch of killers end the matches and enter queue, and then those survivors enter a new set of matches.
This isn't the case. Matches are constantly ending and survivors/killers are constantly entering the queue. The 4:1 ratio you described overall should never, ever, allow for queue ratios to get to 12:1 or 30:1 or 50:1 given a large population. If that were the case, how do we see a ratio of 6:1 in the morning, do the intervals just magically stop?
BTW, the peak hours was 12:1 at the start of prime time, and within an hour goes to 30:1 which it stays there for a while before going to 50:1.
I understand what your saying with the example and I can see how it causes spikes in the ratio/queue times. However, there is no way that the disproportionate ratio will maintain for 15 hours if the overall ratio was 4:1 or 5:1.
First of all, you would only post this to discredit BHVR. If the player count had incrased I really doubt you would have made a post about it.
Yes you are cherrypicking. Sure steam is dropping, but how can you say that consoles, or epic count isn't increasing? You don't exactly have access to those, and lets be honest, I doubt that even 50% of the player base uses steam to play.
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@Adaez said:
https://i.postimg.cc/W4H03HS9/ingfhjfhkghkghkgjfgdex.jpg
Looks like they are going down again.
Cool now posts the player numbers for all platforms... You're selective choosing your data and presenting what numbers you want to show, aka cherrypicking.
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Not really the killer designs fault, but map designs fault. So Trapper. Ignoring that the worst designed killer is Nurse, as she can ignore all mechanics in the game basically.
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@Deadeye said:
I beg for a killswitch weekend experiment. This perk is totally busted And I want you to recognize by the stats how OP this perk is.
Im not talking about the open field DH attempts that can easily be countered, Im not talking about the average survivor that is allowed a second chance, nor the survivors that use it to get 4 more seconds in a chase by getting an additional looop around the same pallet.
Im talking about the good survivors that you need to outplay, that you need to perform well agains, that nearly become invincible with DH as they very rarely do mistakes.
The medium and bad survivors actually might be better off with other exhaustion perks, so they wouldnt be hurt anyway. But as soon as you 4k a match, you get boosted as killer to survivors of "your level that THEN escaped 4 times in a row" level and dont get **** done. I encoutner it SOOOOO often that a chase should have been ended within 20 seconds as I outplayed the survivor or used my power correctly and then get F by DH, to get my first hook 3 gens later.
Ruin got nerfed with the argumentation of player frustration and 80% usage of all games. The average DH usage is like 3 per EVERY match. How is that not heard and adressed? Just give killers one single weekend to showcase the issue or even refute the "whining" of the whole killer base if you think it is just whining. And share the results
Sure and every ranged killer gets the same amount of disadvantage. Huntress throws example, make them collide with objects in the world such as trees, rocks and walls. Too many times I've been hit by bullshit hatches that clipped through a wall or other object in the world... Oh and last thing, make hit detection client side on the survivors side, not on killer side. :)
