MrMooseyMan
MrMooseyMan
About
- Username
- MrMooseyMan
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Comments
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@Shroompy said:
It used to be possible back in the day when other killers had first person POV's during their mori, so I guess its a remnant of that?
Maybe, I'd like to know if it can still happen since Myers rework. The blind seemed a little suspicious (I don't see the flashlight survivor anywhere on my screen when it happened), so it would be nice to confirm if it IS possible or if it might have been a cheater.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/441742/twins-bugged
Thats been happening for awhile now. Outta curiosity, why you playing Twins when there's a new killer?
For challenges? Is that ok? Or do I have to play the new killer for X amount of time before I play something else?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559874#Comment_3559874
Look at the scoreboard of this random single match that was pulled where i was running a meme build but won't actually show video of the match to show that i probably hard camped/tunneled or the survivors played like absolute trash to prove that i am right and everything is fine.
Every time.
This is a "chase the obession" build, but please, by all means, apply your simplistic logic and make assumptions about how I play. The reason this build works is because it works well with her kit. What advantage do I have to camp or tunnel with this build? I chase the obsession all match, and it switches up constantly. People are in this thread saying she is getting no kills, probably because they are playing against Skull Merchants trying a dead 3-gen strategy instead of trying her new strength: chase.
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@grandpa_general said:
I'm expecting to see her far less than the Twins. Glad the 3 gen got butchered but now you won't be seeing a Skull Merchant maybe only once in a millennium.
She is most definitely NOT dead. She has new life breathed into her. She is much faster and unpredictable now. Killers are probably trying to play her the old way; that no longer works. She is all about the chases now. Give players time to learn.
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The Shape. I know people say he's weak, but I really like his playstyle. My favorite way to play him is keeping my terror radius as small as possible, or staying as hidden an illusive as possible through Blindness, and zooming around the map ready to take out survivors. I like a good hit and run playstyle with Mikey. I think he use to be more fun before the update that allowed you to see all survivors who were getting chased (rather than just the obsession), but he's still fun to play regardless. Sure, you can get stopped, but I'll take that in exchange for the incredible jump scare moments I get with him.
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This happened to me as well. Sounds like you're hitting survivors with a wet sock.
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@AbsolutGrndZer0 said:
My hot take:
Play in the way you want, try to play in a way that wouldn't make you angry if you were on the other side, and then that's all you can do. Survivors (and sometimes killers) are going to get angry when you play in a way THEY don't like.
This is something I've been doing lately, it's a lot of fun. Thing is, I get next to no points. I always de-pip. But i had this one so angry in end-game chat. Thing is, he got 20k points and I got like 1000. So why is he angry? Maybe he de-pipped cause he didn't get a perfect 4 iridenscent emblems, I don't know. But, just like you see in SkyFaction's video here, some players find this hilarious... but there are some that do not and get angry.
Thanks for this. This is a similar way I've been trying to play, less about points and kills and more about playing a fun game. Sometimes survivors ruin it, but you're right, some people are going to get angry when I play in a way they don't like.
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@[Deleted User] said:
How often are you slugging though? I can’t stand “nice” killers that just slug over and over. It gets really tiring after a while. Gets to a point I’d rather just be hooked.
What do you mean by "slug"? Do you mean leaving any survivors on the ground, or do you mean putting 2 or 3 survivors on the ground without picking up and refusing to pick up? If a recently unhooked survivor is right in front of me and tries to body block, or jumps on a gen, and there are no other survivors in sight, yes, I'm going to knock them down. If I pick up, I'm "tunneling", if I leave them I'm "slugging", if I ignore them then it's "ggez" and I'm the idiot killer. So what am I supposed to do in that situation? Leaving a survivor on the ground is not "slugging", but putting a whole team on the ground and refusing to ever pick them up is.
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@Seraphor said:
I just had a Pig game where someone DCed early on (legit DC, they lagged out right in front of me), so I went easy on the other three.
I intended to 2-hook each one and let them escape, however even though it was obvious I was letting one of them wiggle off, the hooked survivor in plain view of me took their chances and died on hook, then the one I was trying to let wiggle off DCed.
Yeah, I've had similar games where survivors just give up immediately or DC, and even if I hook everyone twice and let everyone escape, survivors don't seem to recognize when I'm taking it easy on them. It's only really obvious to them if I have games where I give a survivor hatch...then they are thankful.
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@Sharby said:
I dont care if you play fair or not I just want you to not tunnel/camp at the start of the game just to get a 1k and no points.
Those games are incessantly boring and are literally only done out of spite.
Ok great, that's not how I play at all. Are you in the right thread?
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@bm33 said:
BHVRs fault for having a mechanic that allows killer to drag out the game like this.
Killers fault for choosing to drag out game instead of just hooking one of you and hoping to catch the other.
Other survivor is just mad they didn't think of it first, their fault for not thinking of it first and then getting so mad they decided to complain in chat instead of moving on.
Your fault for reading chat instead of ignoring it and moving on.
BHVRs fault for having end game chat that is mainly used for negative interactions when they should delete it and use resources for something that's actually useful.
You are 100% correct here 😅
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@HugTheHag said:
The extended length of the match was 100% out of your hands.
You're not to blame because the killer wanted a 4K that bad. Better you realizing when to stop the circle of altruism and getting hatch, than you both getting downed and slugged for the remaining time because killer doesn't want to possibly risk a Boil Over or Flip Flop.
I appreciate your understanding. I just wanted the game to end, which is why I stopped attempting rescues and didn't want to continue the cycle any longer. The killer was repeatedly picking up and dropping the survivor, seemingly to bait either of us into action. I didn't want to participate in that anymore and wished for them to hook the survivor and finish the game.
Most of my frustration shifted from the killer to the other survivor who blamed me for prolonging the game. I couldn't understand why it was solely my responsibility to get killed, as the other survivor could have done the same. However, this misses the main point: the killer was playing in a way that extended the game unnecessarily. Both the other survivor and I were being stealthy, yet they placed the blame on me.
I didn't care much about getting the hatch; I just wanted the game to end without rewarding the killer for their poor playstyle. I'm not sure why the other survivor thought it was my fault, but I agree with you – I simply decided to stop the cycle and wanted the game to be over.
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In response to the original post, I believe we're overlooking the crux of the issue here. It's not the survivor's responsibility to end the game, but rather the killer's. In situations where the killer repeatedly slugs and drags the game out, it's on them to hook survivors or end the game. Survivors are doing their job – trying to survive.
In one of my experiences, I was the last survivor against a Dredge, who refused to close the hatch. I didn't want to risk looking for it and potentially getting caught, so I waited for it to close so I could attempt to open a gate. The killer had the nerve to call me out for making the game boring, even though they had the power to close the hatch and end the game at any time. The point is, it's the killer who determines when the game ends. So, it's unreasonable for survivors to blame each other when the frustration should be directed at the killer for dragging the game out.
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@MimiDBD said:
This is just a bad situation overall. The killer dragged out the game for sure but this is an ongoing issue in solo q. The issue I see very often is 1-2 survivors with no hooks just hiding or sitting on gens while the other two are dead or on death hook. What needed to be done BEFORE this situation even occurred is both of you needed to use some hook states. I understand in some cases the killer refuses to chase others but most of the time you can get them to chase you or even let them get an easier down on you to allow the death hook teammates a chance to reset.
You both had 4 hooks to give. IMO your team would have still been alive had you used them.
I understand where you're coming from regarding the distribution of hook states among the survivors. In the specific game I mentioned, the killer was very much tunneling and focusing on one survivor early on. Me and the other unhooked survivor were indeed visible, but the killer chose not to chase us. It was a unique situation where we couldn't do much to help our fellow survivor since the killer was determined to get a 4K.
I agree that in most cases, survivors should do their best to share hook states and help each other out. However, in this particular instance, the killer's behavior was the primary reason the game unfolded the way it did, and we had very little control over that.
It's essential to remember that each match is different, and sometimes the killer's playstyle can heavily impact the survivors' options. In this case, I believe the blame should not fall on the survivors but on the killer for deliberately dragging the game out and tunneling.
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I totally get where you're coming from. Ever since they introduced that mechanic showing all survivors being chased instead of just the obsession, I feel like it's put a damper on the Myers experience. I used to have a super spooky build with him, using knockout, jolt, monitor and abuse, and surveillance. Indoor maps were fantastic because survivors never knew who was being chased or if someone was even in chase. But with the new chase indicator, it's like they stripped away the mystique that made Myers so enjoyable.
Now, it's a real struggle to make him work effectively, and honestly, it often feels like it's not worth the effort anymore. I do hope they make some tweaks to Myers in the future, but for now, it seems like other killers like Ghostface have taken the spotlight.
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I totally agree with you on missing some of the older features and maps. I particularly miss the Hawkins map and can imagine how fun it would be to play the dredge on it. As for the Ruin, I think bringing back the old version where it keeps going until found could make the game more challenging and exciting.
On a side note, I do wish they would make some maps darker and scarier to enhance the atmosphere.
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@birdnippies said:
You did what I do. I try to be a good guy until I realize the killer is dragging the game out because he insists on a 4k. Then I let the survivor did. It's important to realize the survivor might still be salty but it's just a lame situation that needed to end. Sometimes you're gonna make people angry because this game has winners and losers. The killer has a right to try for a 4k. You have an obligation (in my opinion) to at least pretend you care about your fellow survivor. But in the end you gotta look out for yourself and that's OK too.
There's no real fault here, just a lot of blame that gets thrown around because people don't want to lose.
I appreciate your perspective, and I agree with you that in the end, we have to look out for ourselves. I didn't want to give the killer the satisfaction of playing into their hands, especially since they were dragging the game out by repeatedly downing and dropping survivors. I was frustrated that the other survivor blamed me for not ending the game sooner, when really, the killer was the one who could have ended the game at any point by hooking one of us. I think it's important that we don't reward the kind of behavior displayed by the killer, and I felt good about denying them the 4k they were so desperately trying to achieve. In the end, it's just a game, and there will always be winners and losers, but I believe the focus should be on having fun and not on dragging matches out unnecessarily.
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@Hex_Llama said:
It depends on what you mean when you say the killer was toying with the other survivor. If the killer was griefing the other survivor a lot, I can kind of understand why they would think you should prioritize trying to end the match above hiding while it continues. If it's just that the other survivor was bleeding out and it took a long time, then it's more of an "everyone was being stubborn, and this is a situation where the game design falls down" situation.
When I said the killer was toying with the other survivor, I meant that the killer would down them, pick them up, and then repeatedly drop them to make them wiggle loose, only to down them again. This happened several times, and it seemed like the killer was just trying to delay the game rather than end it. As for my actions during this time, I was hiding and waiting for the killer to finally hook the other survivor so that the game could end. I didn't want to give the killer the satisfaction of downing me as well if I could avoid it. I understand that it might have been frustrating for the other survivor, but I felt that the killer could have ended the game at any point by hooking one of us, and they chose not to do that. In my opinion, the killer is more at fault here for dragging the game out unnecessarily.
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Both survivor and killer mains seem to think the patch favors the other side, which could indicate that it's a well-balanced update overall. The first 2-3 generators are completed more quickly now, leading to a faster "ramp up" to the endgame. However, the final 1-2 generators become more intense due to the healing changes. So, the initial "flow" of the game has definitely experienced a shift, making for a more dynamic experience overall.
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@dugman said:
MMR is balanced, at least in so far as if all the players in the match are around the same MMR the match tends to be close. The problems with MMR aren't because of inaccurate ratings, it's to do with when the matchmaking system ignores the MMRs in order to get a player into a match that they've been waiting a long time for or to backfill lobbies with missing people.
And the proof was in that testing they did last month. The days they severely tightened the brackets had, by all accounts, the "sweatiest matches" according to the most prolific players. Which is a strong indicator that high skill, veteran players were being matched mostly against similarly high skill, veteran players and not being put in matches with people much lower rated than themselves. And the days they greatly relaxed the matchmaking people were getting incredibly swingy matchups.
MMR works, it's the matchmaking algorithm that tries to pair up players with similar MMRs that occasionally doesn't.
If you want to go more crackpot, my theory is that the algorithm is actually highly advanced. Each game is analyzed, recorded, and keeps track of numerous performance points, including objectives completed, match time, time in chase, etc. Behavior just says MMR is based on "escapes" so that we don't over-analyze their matchmaking system. I also think it takes into account the perks you are using. The game compares the perks you are using against the average win/loss rate for that specific perk-selection for each survivor/killer. If you are playing killer with meta perks, MMR will rank you based on average performance of that particular build, which may rank you into high-MMR matches. But if you are using meme perks, the system matches you with the average performance of that build, and may place you into lower-tier games. It is highly balanced, but in a way that is true 50/50 which leads to a lot of frustration & exhilaration.
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I had some luck running this build (last survivor got hatch). Very long endgame though, but good gen control. Infecting the gen and then kicking with the combo of Overcharge + Call of Brine makes for an interesting survivor dilemma.
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Gens could become "infested" with spiders. If I survivor grabs an infested gen, they are temporarily "webbed" and get stuck on the gen as spiders swarm them. I could see it being pretty terrifying and would make approaching gens very scary. Tap a regressing gen and you might just get webbed.

