Sludge
Sludge
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- Sludge
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I never used addons before MMR because I'm a hoarder.
Now I retire Killers when I run out of good addons.
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Nurse needs to be destroyed just so I can see what all the Nurse mains will do without her
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3013624#Comment_3013624
I mean look at VHS. They have built-in voice chat BUT they also have a ping system. They'll never have to worry about the "Is this killer too OP against solo players or weak against swf-" situation because all players have the same level of information whether they're on comms or not.
I wouldn't bet on that...
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No killers would queue up for it unless the game was rebalanced for 12 hooks
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@ThiccBudhha said:
It would solve so many solo queue issues, but survivor mains rightfully know that their kind is not to be trifled with and they are justifiably afraid of communications from fellow survivors. I do not blame them one bit.
too funny
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3155066#Comment_3155066
Average swf < decent killer is enough to beat them < good swf = blight < seal team swf = nurse
Average SWF does not lose to lower tier killers unless they're all drunk and talking about football
I think you meant below average
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@friendlyant1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3154927#Comment_3154927
And yet, everyone who ever complains about is how killers need to be buffed, or survivors to be nerfed, and in both situations, solo q survivors get f**cked.
SoloQ will always be screwed to some extent, because that's what happens when you put 4 random strangers together and tell them to work together. Plus there are Rift Challenges and people have different motivations. You should lose more as a solo, like any other game. A 5 man premade wrecks 5 randoms every time assuming they're roughly equal skill.
There's a point where you give solos so much power the game is unwinnable vs groups. Unless there are separate queues this problem is always going to exist between Solo vs SWF.
Some of it could be resolved with better matchmaking for 4 randoms. They're trying to navigate a delicate balance between SWF, Solo, and Killer which is pretty much impossible.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/3154958#Comment_3154958
Did they? I've always been under the impression that MMR never really worked properly after its first few days, once everyone reached the soft cap.
Yes, they had like a week long testing where the parameters were changed every day, some days were extra sweaty and some were more relaxed and one was completely off basically.
They settled with something more on the loose side.
MMR works and always did. Otherwise people wouldn't need/want to manipulate their own MMR for easier games. The soft cap does cause a certain amount of crowding different skill levels together though. They lowered the soft cap so it got even more wild west.
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@BradQuackson said:
MMR literally only exists for like a very low skill level, its hardly activated, I have a 93% 4k ratio on a fresh account nurse for 1123 games in a row won and I was facing the same average 200-700 hour sometimes 600/1100 hour survivors at peak time. It hardly exists bro
They adjusted MMR, all the streamers and players who thought MMR would be great started quitting because matches got so sweaty and they were tired of facing nothing but Blight/Nurse/SWF every single game.
It's like everyone forgot they changed MMR to make the game easier and give people more "Variety"
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I don't see many killers complaining about their queue times. It's mostly survivor mains complaining about killer queue times for some reason.
And they've always been extra long when a new killer releases.
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I have no soul
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I am one the greatest players alive, a living legend.
They will write songs about me.
Survivor 11
Killer 11
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Nope
no killer that requires more teamwork is fun to play against
holding m1 on generators is hard enough now you're telling me we gotta rotate a box? get outta here, it's annoying in SoloQ.
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I believe them when they say it's easy to kill new players at low MMR
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@scawyxd said:
https://forum.deadbydaylight.com/en/discussion/comment/3153521#Comment_3153521
i mean, the game is built around taking risks, you should be rewarded for cleansing noed and saving your friend, but often times you just simply arent. and you look like an a$$ hole for leaving. but im adopting a different midnset
Survivors want the illusion of risk, they don't actually want risk.
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You are facing total noobs who I could beat using only left click and no powers
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Sometimes I get "genrushed" as Myers or whatever other trash tier M1 with no slowdowns. Then Survivors hand me a 4K in endgame.
I always ask myself, why were you trying so hard to end the game as quickly as possible, only to throw it all away after you've already secured the win?
Just leave through the gates if you don't want to take risks instead of complaining about it.
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Make him more of a relentless pursuer instead of relying on zoning and tentacle jank
Give him a charge attack or burst of speed kind of like Demo so he can run right through pallets and breakable walls like the Kool-Aid man. Maybe a Fire Up effect where he mutates and gets stronger as more gens get done. Give him a rocket launcher.
Get rid of tentacle because it's janky and boring, he relies too much on T2 and they nerfed Marvin's Blood for no reason. All his addons are bad, the infection mechanic/supply cases are almost irrelevant.
At least fix zombies getting stuck everywhere.
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After SoloQing about 200 matches of that other asym which will probably die, I can tell you with 100% certainty that voice comms and extra information won't help SoloQ. Nothing can help the average Solo player.
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Hopefully we've moved passed "the patch made killers OP" and are back to the usual problems that existed before the patch.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3123066#Comment_3123066
Who says every killer needs to be S tier?
Well if they aren't viable anywhere but low MMR you can't expect people to handicap themselves even further by ignoring game mechanics that give them an advantage.
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@Johnny_XMan said:
But I thought killers stopped tunneling after they got their buffs in the last patch? 😏
Pig still sucks, it's not like minor buffs or 10 extra seconds jumped her up to S tier.
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Kill rates in high MMR would probably plummet without camping and tunnelling lol
It'd be fun to see what would happen if it was removed, I think it would be an eye opening experience for a lot of people.
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Even if you purposely decrease your MMR as soon as you start killing the survivors who are easy to 12 hook you'll be right back where you are
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Chances are whoever's bleeding out was the one trying to play out the game, when there are two people left one of them is already playing for the hatch and waiting for the other person to get caught at a gen.
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He's easier to use then stronger killers and not as weak as an M1
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As long as people in voice comms can call out the trap locations he will always be a joke
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NOED sucks now because it never worked on SWF in the first place, now even solos can cleanse it no problem because it reveals itself.
Why would anyone complain about NOED at this point?
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Most people knew not much changed, survivors could still slam out generators like before. They were just giving up and DCing constantly.
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Pinhead
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I don't mind stealth, just don't complain that killers are focusing the other players because they can't find you all game.
4 people playing stealthy with distortion/spinechill or whatever can be a slog sometimes, also voice comms make everyone stealthy.
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It's 0.3 reduced hit cooldown but no one was complaining about 2 stacks of STBFL before.
0.2 reduced speed burst distance, not the speed.
Obviously an attempt to reduce Shift+W but is it too much without precious DH? yeah maybe, it's hard to tell.
Blight still does it better then every killer on the roster just like he did before. So if people are mad about Freddy's increased chase potential, Blight nerfs when?
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If you want to get chased just do a generator until you get chased, unless the killer wants to lose they have to chase you at some point, multiple times. Or just run right up to the killer and start one, nothing's stopping you.
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But people used perks like Prove Thyself before anyway. They still hammered out gens with or without it so..... meh.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/3113237#Comment_3113237
They have different healing rates because Medkits are limited. Even the most cracked medkit eventually runs out of charges. Self care doesn't ever run out, so it is slower.
To be honest though I don't think either was a problem even before SC got nerfed.
That doesn't really matter if most games are over before you run out of medkit charges, they could just put a charge limit on selfcare.
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I thought people in higher mmr were using it in combination with medkits for higher item efficiency?
I never understood the idea behind Self Care and Medkits having different healing rates, if one is problematic then so is the other. And if medkits aren't a problem then why is selfcare?
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3113162#Comment_3113162
DH is currently stronger against Nurse.
90 second gens mean nothing either. A good Nurse will still win and a bad one will still lose.
Killers aren't worse, but Nurse's killrate is caused by players who wouldn't be helped by ANY amount of buffs, bugs, offerings, misplays, etc.
Just saying "Well her killrate must be higher because killers were buffed" is outright ignoring the reason her killrate is low in the first place.
I mean Nu-DH is strong against anyone, it blocks a hit. I'm convinced the only reason they even kept it in the game is because of Nurse which kinda sucks.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3113146#Comment_3113146
Uh huh. So why exactly do you think Nurse's killrate would've risen? The extra gen times mean nothing when the ones bringing her killrate down are the ones who can't even hit people. And literally none of the other changes affect her besides DH, which is STRONGER against her now. Do you really think the amount of good Nurses suddenly increased with the patch? Enough to put her killrate over 50%?
Every killer got stronger with the DH nerf and 90 second gens. That means Nurse got stronger too. Unless your arguement is that the patch made all killers worse.
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@HugTheHag said:
If something has to be done about Legion slowdown, please let it not be a Legion nerf. All-Slowdown is annoying on a lot of killers, and plenty of people play Legion with little to no slowdown.
Yeah if anything is overtuned don't resort to gutting Legion because he's not a powerhouse killer by any stretch
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So you have to do gens to escape instead of just following the killer around?
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3112153#Comment_3112153
It is and very self defeating.
If you get a map like Dwelling or Garden, you're screwed. You lack information and have no help in chase (the latter being Legion's major weakness).
You're screwed on certain maps no matter what build, especially large maps against players that are good.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3112143#Comment_3112143
If BHVR gutted all the slowdown perks and balanced the base game around that idea the game would probably be in a better spot tbh
They probably can't because 10 extra seconds on generators isn't enough by itself
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Blight
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I wait 40 seconds just to be sure
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3110474#Comment_3110474
That match vs 4 same skin Meg as Trapper in Crow map was much more fun than I expected, because no Coh, and 1 DH.
DH, Coh, and DS in end game were the only problems. The rest of the change is a mess.
I'm still not convinced yet, especially if the idea is to get killers away from relying on slowdown perks.
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Resident Evil has so many crazy monsters Wesker is kinda bland
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Go ahead and revert every basekit change but DH needs to stay gone, the game feels so good without it, too bad so many people are trolling or giving up instead of playing normally because it's hard to tell what changes were/are needed.
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@NotKillerMain99 said:
I still don't know what they were thinking about with nerfing the "healthy" aspect of a perk like bbq... it literally incentivized killers to move away from the hook.
Both effects of BBQ do that to some degree, but the aura reading is more useful on killers with good map travel.
I wish people would stop asking to bring it back though, BBQ was a wasted perk slot for some killers and limited build options.
anyone who said BBQ was only used because it was 'OP' can eat crow now haha
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3108152#Comment_3108152
Why is not having it at all better than it being attached to a perk? You're not forced to run the perk, but if it's neither on the perk nor basekit you are being forced to earn fewer Bloodpoints period.
Because BBQ is useless for 90% of the killers I play and I don't want to be forced to waste a perk slot on a BP bonus anymore.
I don't use Nurse or Blight please have mercy
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Are you kidding me? We just got free from the tyranny of mandatory BBQ and you want to bring it back?
Basekit or not at all.